Construction of a Digital Learning Environment Based on Cloud Computing
ERIC Educational Resources Information Center
Ding, Jihong; Xiong, Caiping; Liu, Huazhong
2015-01-01
Constructing the digital learning environment for ubiquitous learning and asynchronous distributed learning has opened up immense amounts of concrete research. However, current digital learning environments do not fully fulfill the expectations on supporting interactive group learning, shared understanding and social construction of knowledge.…
Metacognitive components in smart learning environment
NASA Astrophysics Data System (ADS)
Sumadyo, M.; Santoso, H. B.; Sensuse, D. I.
2018-03-01
Metacognitive ability in digital-based learning process helps students in achieving learning goals. So that digital-based learning environment should make the metacognitive component as a facility that must be equipped. Smart Learning Environment is the concept of a learning environment that certainly has more advanced components than just a digital learning environment. This study examines the metacognitive component of the smart learning environment to support the learning process. A review of the metacognitive literature was conducted to examine the components involved in metacognitive learning strategies. Review is also conducted on the results of study smart learning environment, ranging from design to context in building smart learning. Metacognitive learning strategies certainly require the support of adaptable, responsive and personalize learning environments in accordance with the principles of smart learning. The current study proposed the role of metacognitive component in smart learning environment, which is useful as the basis of research in building environment in smart learning.
ERIC Educational Resources Information Center
Pruden, Manning; Kerkhoff, Shea N.; Spires, Hiller A.; Lester, James
2017-01-01
The aim of this study was to explore how "Narrative Theatre," a narrative-centered digital learning environment, supported the writing processes of 3 struggling adolescent male writers. We utilized a multicase study approach to capture 3 sixth-grade participants' experiences with the digital learning environment before, during, and after…
E-Learning Environments for Digitally-Minded Students
ERIC Educational Resources Information Center
Andone, Diana; Dron, Jon; Pemberton, Lyn; Boyne, Chris
2007-01-01
While most existing online learning environments cater for needs identified during the 1990s, a new generation of digital students has emerged in the developed world. Digital students are young adults who have grown up with digital technologies integrated as an everyday feature of their lives. Digital students use technology differently, fluidly…
Digital Games for Learning Mathematics: Possibilities and Limitations
ERIC Educational Resources Information Center
Jorgensen, Robyn; Lowrie, Tom
2012-01-01
Drawing from Gee's learning principles developed from the digital games environment, we provide a critical analysis of the difference between using these principles in a literacy environment as opposed to a mathematical environment. Using stimulated recall, primary school-aged students played with a number of contemporary digital games. Feedback…
Effects of Character Voice-Over on Players' Engagement in a Digital Role-Playing Game Environment
ERIC Educational Resources Information Center
Byun, JaeHwan
2012-01-01
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless,…
ERIC Educational Resources Information Center
Loh, Christian Sebastian
2001-01-01
Examines how mobile computers, or personal digital assistants (PDAs), can be used in a Web-based learning environment. Topics include wireless networks on college campuses; online learning; Web-based learning technologies; synchronous and asynchronous communication via the Web; content resources; Web connections; and collaborative learning. (LRW)
The Comparison of Students' Satisfaction between Ubiquitous and Web-Based Learning Environments
ERIC Educational Resources Information Center
Virtanen, Mari Aulikki; Kääriäinen, Maria; Liikanen, Eeva; Haavisto, Elina
2017-01-01
Higher education is moving towards digitalized learning. The rapid development of technological resources, devices and wireless networks enables more flexible opportunities to study and learn in innovative learning environments. New technologies enable combining of authentic and virtual learning spaces and digital resources as multifunctional…
Digital Communication Applications in the Online Learning Environment
ERIC Educational Resources Information Center
Lambeth, Krista Jill
2011-01-01
Scope and method of study. The purpose of this study was for the researcher to obtain a better understanding of the online learning environment, to explore the various ways online class instructors have incorporated digital communication applications to try and provide learner-centered online learning environments, and to examine students'…
Digital Literacy: A Prerequisite for Effective Learning in a Blended Learning Environment?
ERIC Educational Resources Information Center
Tang, Chun Meng; Chaw, Lee Yen
2016-01-01
Blended learning has propelled into mainstream education in recent years with the help of digital technology. Commonly available digital devices and the Internet have made access to learning resources such as learning management systems, online libraries, digital media, etc. convenient and flexible for both lecturers and students. Beyond the…
Can New Digital Technologies Support Parasitology Teaching and Learning?
Jabbar, Abdul; Gasser, Robin B; Lodge, Jason
2016-07-01
Traditionally, parasitology courses have mostly been taught face-to-face on campus, but now digital technologies offer opportunities for teaching and learning. Here, we give a perspective on how new technologies might be used through student-centred teaching approaches. First, a snapshot of recent trends in the higher education is provided; then, a brief account is given of how digital technologies [e.g., massive open online courses (MOOCs), flipped classroom (FC), games, quizzes, dedicated Facebook, and digital badges] might promote parasitology teaching and learning in digital learning environments. In our opinion, some of these digital technologies might be useful for competency-based, self-regulated, learner-centred teaching and learning in an online or blended teaching environment. Copyright © 2016 Elsevier Ltd. All rights reserved.
FODEM: Developing Digital Learning Environments in Widely Dispersed Learning Communities
ERIC Educational Resources Information Center
Suhonen, Jarkko; Sutinen, Erkki
2006-01-01
FODEM (FOrmative DEvelopment Method) is a design method for developing digital learning environments for widely dispersed learning communities. These are communities in which the geographical distribution and density of learners is low when compared to the kind of learning communities in which there is a high distribution and density of learners…
ERIC Educational Resources Information Center
Laakkonen, Ilona
2015-01-01
Despite the proliferation of social media, few learners make effective use of digital technology to support their learning or graduate with the skills necessary for developing and communicating their expertise in the knowledge-driven networked society of the digital age. This article makes use of the concept of Personal Learning Environments (PLE)…
ERIC Educational Resources Information Center
Thomas, Wayne W.; Boechler, Patricia M.
2014-01-01
With teachers taking more interest in utilizing 3D virtual environments for educational purposes, research is needed to understand how learners perceive and process information within virtual environments (Eschenbrenner, Nah, & Siau, 2008). In this study, the authors sought to determine if learning style or digital literacy predict incidental…
Identifying Different Registers of Digital Literacy in Virtual Learning Environments
ERIC Educational Resources Information Center
Knutsson, Ola; Blasjo, Mona.; Hallsten, Stina; Karlstrom, Petter
2012-01-01
In this paper social semiotics, and systemic functional linguistics in particular, are used in order to identify registers of digital literacy in the use of virtual learning environments. The framework of social semiotics provides means to systemize and discuss digital literacy as a linguistic and semiotic issue. The following research question…
Learner-Controlled Scaffolding Linked to Open-Ended Problems in a Digital Learning Environment
ERIC Educational Resources Information Center
Edson, Alden Jack
2017-01-01
This exploratory study reports on how students activated learner-controlled scaffolding and navigated through sequences of connected problems in a digital learning environment. A design experiment was completed to (re)design, iteratively develop, test, and evaluate a digital version of an instructional unit focusing on binomial distributions and…
Learning to Read in the Digital Age
ERIC Educational Resources Information Center
Rose, David; Dalton, Bridget
2009-01-01
The digital age offers transformative opportunities for individualization of learning. First, modern imaging technologies have changed our understanding of learning and the sources and ranges of its diversity. Second, digital technologies make it possible to design learning environments that are responsive to individual differences. We draw on…
[Digital learning and teaching in medical education : Already there or still at the beginning?
Kuhn, Sebastian; Frankenhauser, Susanne; Tolks, Daniel
2018-02-01
The current choice of digital teaching and learning formats in medicine is very heterogeneous. In addition to the widely used classical static formats, social communication tools, audio/video-based media, interactive formats, and electronic testing systems enrich the learning environment.For medical students, the private use of digital media is not necessarily linked to their meaningful use in the study. Many gain their experience of digital learning in the sense of "assessment drives learning", especially by taking online exams in a passive, consuming role. About half of all medical students can be referred to as "e-examinees" whose handling of digital learning is primarily focused on online exam preparation. Essentially, they do not actively influence their digital environment. Only a quarter can be identified as a "digital all-rounder", who compiles their individual learning portfolio from the broad range of digital media.At present, the use of digital media is not yet an integral and comprehensive component of the teaching framework of medical studies in Germany, but is rather used in the sense of a punctual teaching enrichment. Current trends in digital teaching and learning offerings are mobile, interactive, and personalized platforms as well as increasing the relevance of learning platforms. Furthermore, didactical concepts targeting the changed learning habits of the students are more successful regarding the acceptance and learning outcomes. In addition, digitalization is currently gaining importance as a component in the medical school curricula.
ERIC Educational Resources Information Center
John D. and Catherine T. MacArthur Foundation, 2012
2012-01-01
MacArthur launched the digital media and learning initiative in 2006 to explore how digital media are changing the way young people learn, socialize, communicate, and play. Since 2006, the Foundation has awarded grants totaling more than $100 million for research, development of innovative new technologies, new learning environments for youth,…
Examining the Characteristics of Digital Learning Games Designed by In-Service Teachers
ERIC Educational Resources Information Center
An, Yun-Jo; Cao, Li
2017-01-01
In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games designed by teachers. In addition, this study explored how game design and peer critique activities influenced their perceptions of digital game-based…
Researching Photographic Participatory Inquiry in an E-Learning Environment
ERIC Educational Resources Information Center
Grushka, Kathryn Meyer; Bellette, Aaron; Holbrook, Allyson
2014-01-01
This article focuses on the use of Photographic Participatory Inquiry (PPI) in researching the teaching and learning of photography in the e-learning environment. It is an arts-informed method drawing on digital tools to capture collective information as digital artefacts, which can then be accessed and harnessed to build critical and reflective…
Eye Tracking and Early Detection of Confusion in Digital Learning Environments: Proof of Concept
ERIC Educational Resources Information Center
Pachman, Mariya; Arguel, Amaël; Lockyer, Lori; Kennedy, Gregor; Lodge, Jason M.
2016-01-01
Research on incidence of and changes in confusion during complex learning and problem-solving calls for advanced methods of confusion detection in digital learning environments (DLEs). In this study we attempt to address this issue by investigating the use of multiple measures, including psychophysiological indicators and self-ratings, to detect…
ERIC Educational Resources Information Center
Niinivaara, Janne; Vaattovaara, Johanna
2018-01-01
This article deals with a learning environment survey conducted among University of Helsinki students and language teachers in the university's Language Centre (LC). The survey was designed to acquire information for the development of a practical strategy for the digitalization of language learning and teaching by the local LC. The article…
Digital Identity Formation: Socially Being Real and Present on Digital Networks
ERIC Educational Resources Information Center
Bozkurt, Aras; Tu, Chih-Hsiung
2016-01-01
Social networks have become popular communication and interaction environments recently. As digital environments, so as ecosystems, they have potential in terms of networked learning as they fulfill some roles such as mediating an environment for digital identity formation and providing social and emotional presence. Based on this phenomenon, the…
ERIC Educational Resources Information Center
Radoyska, P.; Ivanova, T.; Spasova, N.
2011-01-01
In this article we present a partially realized project for building a distributed learning environment for studying digital circuits Test and Diagnostics at TU-Sofia. We describe the main requirements for this environment, substantiate the developer platform choice, and present our simulation and circuit parameter calculation tools.…
ERIC Educational Resources Information Center
Santos, Maria Isabel; Breda, Ana; Almeida, Ana Margarida
2017-01-01
Learning environment on mathematics for autistic children is a prototype of a digital environment with dynamic adaptation features designed to offer activities towards the development of mathematical reasoning in children aged 6-12 years, diagnosed with autism spectrum disorders (ASD), a neurodevelopmental disorder characterized by deficits in…
The Predicaments of Language Learners in Traditional Learning Environments
ERIC Educational Resources Information Center
Shafie, Latisha Asmaak; Mansor, Mahani
2009-01-01
Some public universities in developing countries have traditional language learning environments such as classrooms with only blackboards and furniture which do not provide conducive learning environments. These traditional environments are unable to cater for digital learners who need to learn with learning technologies. In order to create…
ERIC Educational Resources Information Center
Samur, Yavuz
2011-01-01
In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…
ERIC Educational Resources Information Center
Yang, Fang-Ying; Tsai, Meng-Jung; Chiou, Guo-Li; Lee, Silvia Wen-Yu; Chang, Cheng-Chieh; Chen, Li-Ling
2018-01-01
The main purpose of this study was to provide instructional suggestions for supporting science learning in digital environments based on a review of eye tracking studies in e-learning related areas. Thirty-three eye-tracking studies from 2005 to 2014 were selected from the Social Science Citation Index (SSCI) database for review. Through a…
ERIC Educational Resources Information Center
Petrou, Stella; Korfiatis, Konstantinos
2013-01-01
This study presents the results of a pilot learning intervention for improving children's ideas about plant protection. The research was executed in two phases. The first phase aimed at exploring children's ideas about plant protection. These ideas were taken into account for the design and development of a digital learning environment. The second…
Autism and Digital Learning Environments: Processes of Interaction and Mediation
ERIC Educational Resources Information Center
Passerino, Liliana M.; Santarosa, Lucila M. Costi
2008-01-01
Using a socio-historical perspective to explain social interaction and taking advantage of information and communication technologies (ICTs) currently available for creating digital learning environments (DLEs), this paper seeks to redress the absence of empirical data concerning technology-aided social interaction between autistic individuals. In…
ERIC Educational Resources Information Center
Bailenson, Jeremy N.; Yee, Nick; Blascovich, Jim; Beall, Andrew C.; Lundblad, Nicole; Jin, Michael
2008-01-01
This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that…
Ubiquitous Learning Environments in Higher Education: A Scoping Literature Review
ERIC Educational Resources Information Center
Virtanen, Mari Aulikki; Haavisto, Elina; Liikanen, Eeva; Kääriäinen, Maria
2018-01-01
Ubiquitous learning and the use of ubiquitous learning environments heralds a new era in higher education. Ubiquitous learning environments enhance context-aware and seamless learning experiences available from any location at any time. They support smooth interaction between authentic and digital learning resources and provide personalized…
"Scratch"ing below the Surface: Mathematics through an Alternative Digital Lens?
ERIC Educational Resources Information Center
Calder, Nigel; Taylor, Merilyn
2010-01-01
A key element in the examination of how students process mathematics through digital technologies is considering the ways that digital pedagogical media might influence the learning process. How might students' understanding emerge through engagement in a digital-learning environment? Interactive software that has cross-curricula implications and…
Information Activities and Appropriation in Teacher Trainees' Digital, Group-Based Learning
ERIC Educational Resources Information Center
Hanell, Fredrik
2016-01-01
Introduction: This paper reports results from an ethnographic study of teacher trainees' information activities in digital, group-based learning and their relation to the interplay between use and appropriation of digital tools and the learning environment. Method: The participants in the present study are 249 pre-school teacher trainees in…
Use of Digital Storytelling in Biology Teaching
ERIC Educational Resources Information Center
Karakoyun, Ferit; Yapici, I. Ümit
2016-01-01
With the technological developments in the 21st century, it is now necessary to integrate technological renovations effectively into teaching-learning environments. There are several approaches that allow integration of technology into teaching-learning environments. One of these approaches is digital storytelling. The purpose of this study was to…
Scientific Inquiry, Digital Literacy, and Mobile Computing in Informal Learning Environments
ERIC Educational Resources Information Center
Marty, Paul F.; Alemanne, Nicole D.; Mendenhall, Anne; Maurya, Manisha; Southerland, Sherry A.; Sampson, Victor; Douglas, Ian; Kazmer, Michelle M.; Clark, Amanda; Schellinger, Jennifer
2013-01-01
Understanding the connections between scientific inquiry and digital literacy in informal learning environments is essential to furthering students' critical thinking and technology skills. The Habitat Tracker project combines a standards-based curriculum focused on the nature of science with an integrated system of online and mobile computing…
ERIC Educational Resources Information Center
Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim
2015-01-01
Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…
ERIC Educational Resources Information Center
Rupp, Andre A.; Levy, Roy; Dicerbo, Kristen E.; Sweet, Shauna J.; Crawford, Aaron V.; Calico, Tiago; Benson, Martin; Fay, Derek; Kunze, Katie L.; Mislevy, Robert J.; Behrens, John T.
2012-01-01
In this paper we describe the development and refinement of "evidence rules" and "measurement models" within the "evidence model" of the "evidence-centered design" (ECD) framework in the context of the "Packet Tracer" digital learning environment of the "Cisco Networking Academy." Using…
Digital Native and Digital Immigrant Use of Scholarly Network for Doctoral Learners
ERIC Educational Resources Information Center
Berman, Ronald; Hassell, Deliesha
2014-01-01
The Doctoral Community Network (DC) is a learner driven, scholarly community designed to help online doctoral learners successfully complete their dissertation and program of study. While digital natives grew up in an environment immersed in technology, digital immigrants adapted to this environment through their ability to learn and adjust to…
Digital Histories for the Digital Age: Collaborative Writing in Large Lecture Courses
ERIC Educational Resources Information Center
Soh, Leen-Kiat; Khandaker, Nobel; Thomas, William G.
2013-01-01
The digital environment has had an immense effect on American society, learning, and education: we have more sources available at our fingertips than any previous generation. Teaching and learning with these new sources, however, has been a challenging transition. Students are confronted with an ocean of digital objects and need skills to navigate…
ERIC Educational Resources Information Center
Rupp, André A.; Nugent, Rebecca; Nelson, Brian
2012-01-01
In recent years the educational community has increasingly embraced digital technologies for the purposes of developing alternative learning environments, providing diagnostic feedback, and fostering the development of so-called 21st-century skills. This special issue is dedicated to bridging recent work from the disciplines of educational and…
ERIC Educational Resources Information Center
Nam, Chang Woo
2017-01-01
This study investigated the effects of digital storytelling on student achievement, social presence, and attitude in online collaborative learning environments. Students in one middle school course were randomly assigned to one of the two treatment groups after they received initial general instruction regarding teamwork skills. The "digital…
ERIC Educational Resources Information Center
Fogleman, Jay; Niedbala, Mona Anne; Bedell, Francesca
2013-01-01
How do educators leverage students' fluency with ubiquitous information and communication sources to foster a scholarly digital ethos? This article describes a blended learning environment designed to engage first-year students in 21st-century emerging forms of scholarship and publication. The authors describe an effort to reverse the millennials'…
The Instructional Instrument SL-EDGE Student Library-Educational DiGital Environment.
ERIC Educational Resources Information Center
Kyriakopoulou, Antonia; Kalamboukis, Theodore
An educational digital environment that will provide appropriate methods and techniques for the support and enhancement of the educational and learning process is a valuable tool for both educators and learners. In the context of such a mission, the educational tool SL-EDGE (Student Library-Educational DiGital Environment) has been developed. The…
Learning the Virtual Life: Public Pedagogy in a Digital World
ERIC Educational Resources Information Center
Trifonas, Peter Pericles, Ed.
2011-01-01
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. "Living the Virtual Life" offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations…
Learning Design and Inquiry in Australian History Classrooms
ERIC Educational Resources Information Center
Carroll, Kay
2012-01-01
Global and digital connectivity transform Australian classrooms by creating rich environments for inquiry learning. Developing inquiry learning in this Information Communication Technology (ICT) context is an Australian educational goal. Recently the Australian Curriculum reform and the Digital Education Revolution has become a catalyst for…
ERIC Educational Resources Information Center
Costa, Jonathan P., Sr.
2012-01-01
The evidence is undeniable and abundant: the future of learning and work is digital. Yet despite the possibilities, progress toward a truly 21st century learning environment is painfully lacking: the printed page still forms the foundation of learning for most students. How can public schools meet the challenges of the modern learner when they are…
Designing Science Learning with Game-Based Approaches
ERIC Educational Resources Information Center
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina
2014-01-01
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
ERIC Educational Resources Information Center
Narciss, Susanne
2013-01-01
This paper describes the interactive tutoring feedback model (ITF-model; Narciss, 2006; 2008), and how it can be applied to the design and evaluation of feedback strategies for digital learning environments. The ITF-model conceptualizes formative tutoring feedback as a multidimensional instructional activity that aims at contributing to the…
ERIC Educational Resources Information Center
Bollen, Lars; van der Meij, Hans; Leemkuil, Henny; McKenney, Susan
2015-01-01
A digital learning and performance support environment for university student design tasks was developed. This paper describes on the design rationale, process, and the usage results to arrive at a core set of design principles for the construction of such an environment. We present a collection of organizational, technical, and course-related…
ERIC Educational Resources Information Center
Hendriks, Stefan
2017-01-01
This qualitative single case study explored how customer facing professionals (CFPs) adapt to changing customer needs in a digital environment. This study focuses on: (1) Changing customer needs; (2) Competencies needed in a digital environment; (3) How they learn; and (4) What factors help or hinder their success. The site is a global Human…
ERIC Educational Resources Information Center
Huang, Yong-Ming; Chen, Chao-Chun; Wang, Ding-Chau
2012-01-01
Ubiquitous learning receives much attention in these few years due to its wide spectrum of applications, such as the T-learning application. The learner can use mobile devices to watch the digital TV based course content, and thus, the T-learning provides the ubiquitous learning environment. However, in real-world data broadcast environments, the…
In-Factory Learning - Qualification For The Factory Of The Future
NASA Astrophysics Data System (ADS)
Quint, Fabian; Mura, Katharina; Gorecky, Dominic
2015-07-01
The Industry 4.0 vision anticipates that internet technologies will find their way into future factories replacing traditional components by dynamic and intelligent cyber-physical systems (CPS) that combine the physical objects with their digital representation. Reducing the gap between the real and digital world makes the factory environment more flexible, more adaptive, but also more complex for the human workers. Future workers require interdisciplinary competencies from engineering, information technology, and computer science in order to understand and manage the diverse interrelations between physical objects and their digital counterpart. This paper proposes a mixed-reality based learning environment, which combines physical objects and visualisation of digital content via Augmented Reality. It uses reality-based interaction in order to make the dynamic interrelations between real and digital factory visible and tangible. We argue that our learning system does not work as a stand-alone solution, but should fit into existing academic and advanced training curricula.
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Chu, Hui-Chun; Shih, Ju-Ling; Huang, Shu-Hsien; Tsai, Chin-Chung
2010-01-01
A context-aware ubiquitous learning environment is an authentic learning environment with personalized digital supports. While showing the potential of applying such a learning environment, researchers have also indicated the challenges of providing adaptive and dynamic support to individual students. In this paper, a decision-tree-oriented…
Development of Digital Instruction for Environment for Global Warming Alleviation
ERIC Educational Resources Information Center
Praneetham, Chuleewan; Thathong, Kongsak
2016-01-01
Technological education and instruction are widely used in the present education trend. Using of digital instruction for environmental subject can encourage students in learning and raise their awareness and attitude on environmental issues. The purposes of this research were: 1) to construct and develop the digital instruction for environment for…
Moving Digital Libraries into the Student Learning Space: The GetSmart Experience
ERIC Educational Resources Information Center
Marshall, Byron B.; Chen, Hsinchun; Shen, Rao; Fox, Edward A.
2006-01-01
The GetSmart system was built to support theoretically sound learning processes in a digital library environment by integrating course management, digital library, and concept mapping components to support a constructivist, six-step, information search process. In the fall of 2002 more than 100 students created 1400 concept maps as part of…
Applying the Quadratic Usage Framework to Research on K-12 STEM Digital Learning Resources
ERIC Educational Resources Information Center
Luetkemeyer, Jennifer R.
2016-01-01
Numerous policymakers have called for K-12 educators to increase their effectiveness by transforming science, technology, engineering, and mathematics (STEM) learning and teaching with digital resources and tools. In this study we outline the significance of studying pressing issues related to use of digital resources in the K-12 environment and…
Designing Digital Game-Based Learning Environments
ERIC Educational Resources Information Center
An, Yun-Jo; Bonk, Curtis J.
2009-01-01
With the emergence of the Web 2.0 and other technologies for learning, there are a variety of special places that did not exist previously in which to pursue learning. Not just a few dozen more but millions more. Many of these are not the physical learning spaces one might envision but entirely virtual or digital ones. As an example, the area of…
ERIC Educational Resources Information Center
Olkun, Sinan; Altun, Arif; Deryakulu, Deniz
2009-01-01
It is important for teachers of mathematics to know how pupils react to certain mathematical situations and what these reactions imply, in order to design more effective instructional environments based on their learning needs. This study reports the development processes of a digital learning tool (Learning Tool for Elementary School Teachers…
ERIC Educational Resources Information Center
Hoffman, Daniel L.
2013-01-01
The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…
ERIC Educational Resources Information Center
Kjällander, Susanne
2018-01-01
Assessment in the much-discussed digital divide in Scandinavian technologically advanced schools, is the study object of this article. Interaction is studied to understand assessment; and to see how assessment can be didactically designed to recognise students' learning. With a multimodal, design theoretical perspective on learning teachers' and…
ERIC Educational Resources Information Center
Matusiak, Krystyna K.
2010-01-01
The use of information resources for teaching and learning in an academic environment is undergoing a dramatic transformation. The development of digital technologies and the growth of the Internet have changed the format as well as the dissemination methods of scholarly resources. Digital libraries have been created as part of the transition from…
ERIC Educational Resources Information Center
Xu, Yan; Park, Hyungsung; Baek, Youngkyun
2011-01-01
Recently, computer technology and multimedia elements have been developed and integrated into teaching and learning. Entertainment-based learning environments can make learning contents more attractive, and thus can lead to learners' active participation and facilitate learning. A significant amount of research examines using video editing…
Learning Objects and Virtual Learning Environments Technical Evaluation Criteria
ERIC Educational Resources Information Center
Kurilovas, Eugenijus; Dagiene, Valentina
2009-01-01
The main scientific problems investigated in this article deal with technical evaluation of quality attributes of the main components of e-Learning systems (referred here as DLEs--Digital Libraries of Educational Resources and Services), i.e., Learning Objects (LOs) and Virtual Learning Environments (VLEs). The main research object of the work is…
Soft Systems Methodology for Personalized Learning Environment
ERIC Educational Resources Information Center
Nair, Uday
2015-01-01
There are two sides to a coin when it comes to implementing technology at universities; on one side, there is the university using technologies via the virtual learning environment that seems to be outdated with the digital needs of the students, and on the other side, while implementing technology at the university learning environment the focus…
ERIC Educational Resources Information Center
Barber, Wendy; King, Sherry
2016-01-01
Universities and institutions of higher education are facing economic pressures to sustain large classes, while simultaneously maintaining the quality of the online learning environment (Deming et al., 2015). Digital learning environments require significant pedagogical shifts on the part of the teacher. This paper is a qualitative examination of…
Learning in Transformational Computer Games: Exploring Design Principles for a Nanotechnology Game
ERIC Educational Resources Information Center
Masek, Martin; Murcia, Karen; Morrison, Jason; Newhouse, Paul; Hackling, Mark
2012-01-01
Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex…
ERIC Educational Resources Information Center
Dennen, Vanessa P.
2016-01-01
Digital learning environments are spaces in which data are shared, generated, and recorded. At the end of an online course, a rich collection of digital artifacts are left behind by the instructor and learners. Some artifacts are intentionally created learning materials and assignments, some are the products of class interaction in discussion…
Student perceptions of digital versus traditional slide use in undergraduate education.
Solberg, Brooke L
2012-01-01
Digitized slides provide a number of intriguing benefits for educators. Before their implementation, however, educators should consider student opinion related to their use. This mixed-methods study directly compared Medical Laboratory Science (MLS) student perceptions of learning experiences in both digital and traditional slide laboratory settings. Results suggested that the majority of students preferred learning with digital slides, and numerous reasons for this preference were identified. Survey responses indicated that students using digital slides tended to view their performances, instructor feedback, and their learning environment more positively than students using traditional slides. Apprehensions about digital slide use were also detected from students preferring traditional slides. These findings provide a guide on how best to exploit both digital and traditional slides in an educational setting.
NASA Astrophysics Data System (ADS)
Drexler, Wendy
This design-based research case study applied a networked learning approach to a seventh grade science class at a public school in the southeastern United States. Students adapted emerging Web applications to construct personal learning environments for in-depth scientific inquiry of poisonous and venomous life forms. The personal learning environments constructed used Application Programming Interface (API) widgets to access, organize, and synthesize content from a number of educational Internet resources and social network connections. This study examined the nature of personal learning environments; the processes students go through during construction, and patterns that emerged. The project was documented from both an instructional and student-design perspective. Findings revealed that students applied the processes of: practicing digital responsibility; practicing digital literacy; organizing content; collaborating and socializing; and synthesizing and creating. These processes informed a model of the networked student that will serve as a framework for future instructional designs. A networked learning approach that incorporates these processes into future designs has implications for student learning, teacher roles, professional development, administrative policies, and delivery. This work is significant in that it shifts the focus from technology innovations based on tools to student empowerment based on the processes required to support learning. It affirms the need for greater attention to digital literacy and responsibility in K12 schools as well as consideration for those skills students will need to achieve success in the 21st century. The design-based research case study provides a set of design principles for teachers to follow when facilitating student construction of personal learning environments.
A Constructionist Learning Environment for Teachers to Model Learning Designs
ERIC Educational Resources Information Center
Laurillard, D.; Charlton, P.; Craft, B.; Dimakopoulos, D.; Ljubojevic, D.; Magoulas, G.; Masterman, E.; Pujadas, R.; Whitley, E.A.; Whittlestone, K.
2013-01-01
The use of digital technologies is now widespread and increasing, but is not always optimized for effective learning. Teachers in higher education have little time or support to work on innovation and improvement of their teaching, which often means they simply replicate their current practice in a digital medium. This paper makes the case for a…
College Students' Perspectives of E-Learning System Use in High Education
ERIC Educational Resources Information Center
Yanga, Ju-Yin; Yenb, Yen-Chen
2016-01-01
The purpose of this study was primarily to create, on a digital learning platform, a digital learning environment with freedom from such constraints for a group of seven college students. The researchers selected seven students from the Applied English program that were taking part in an internship combination program at San Diego State…
Factors Influencing Teachers' Integration of ICT in Teaching and Learning
ERIC Educational Resources Information Center
Lawrence, Japhet E.
2018-01-01
There is a growing demand on educational institutions to use ICT to teach the skills and knowledge students need for the digital age. The integration of ICT into education provides opportunities for teachers and students to work better in a globalized digital age, particularly in teaching and learning environment, where teaching and learning can…
Digital Literacy and Netiquette: Awareness and Perception in EFL Learning Context
ERIC Educational Resources Information Center
Nia, Sara Farshad; Marandi, Susan
2014-01-01
With the growing popularity of digital technologies and computer-mediated communication (CMC), various types of interactive communication technology are being increasingly integrated into foreign/second language learning environments. Nevertheless, due to its nature, online communication is susceptible to misunderstandings and miscommunications,…
ERIC Educational Resources Information Center
Wu, Po-Han; Hwang, Gwo-Jen; Yang, Mei-Ling; Chen, Chih-Hung
2018-01-01
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However, some challenges to AR learning environments have been described, such as participants' cognitive…
Practical Applications of Digital Pathology.
Saeed-Vafa, Daryoush; Magliocco, Anthony M
2015-04-01
Virtual microscopy and advances in machine learning have paved the way for the ever-expanding field of digital pathology. Multiple image-based computing environments capable of performing automated quantitative and morphological analyses are the foundation on which digital pathology is built. The applications for digital pathology in the clinical setting are numerous and are explored along with the digital software environments themselves, as well as the different analytical modalities specific to digital pathology. Prospective studies, case-control analyses, meta-analyses, and detailed descriptions of software environments were explored that pertained to digital pathology and its use in the clinical setting. Many different software environments have advanced platforms capable of improving digital pathology and potentially influencing clinical decisions. The potential of digital pathology is vast, particularly with the introduction of numerous software environments available for use. With all the digital pathology tools available as well as those in development, the field will continue to advance, particularly in the era of personalized medicine, providing health care professionals with more precise prognostic information as well as helping them guide treatment decisions.
ERIC Educational Resources Information Center
Kumar, Vikas; Sharma, Deepika
2016-01-01
Students in the digital era are habitual of using digital devices not only for playing and interacting with their friends and peers, but also as a tool for education and learning. These digital natives are highly obsessed with the internet driven portable devices and always demand for a multimedia rich content. This specific demand needs to be…
ERIC Educational Resources Information Center
Aktas, Elif; Yurt, Serap Uzuner
2017-01-01
The aim of this study was to determine the effect of the learning environment where digital stories are used as a learning material on the motivation, academic success, retention, and students' opinions. The study was carried out with mixed method which is a combination of quantitative and qualitative research approach. The study was implemented…
ERIC Educational Resources Information Center
Chin, Jui-Chih; Tsuei, Mengping
2014-01-01
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
Proposal of a Framework for Internet Based Licensing of Learning Objects
ERIC Educational Resources Information Center
Santos, Osvaldo A.; Ramos, Fernando M. S.
2004-01-01
This paper presents a proposal of a framework whose main objective is to manage the delivery and rendering of learning objects in a digital rights controlled environment. The framework is based on a digital licensing scheme that requires each learning object to have the proper license in order to be rendered by a trusted player. A conceptual model…
An Online Adaptive Learning Environment for Critical-Thinking-Infused English Literacy Instruction
ERIC Educational Resources Information Center
Yang, Ya-Ting Carolyn; Gamble, Jeffrey Hugh; Hung, Yu-Wan; Lin, Tzu-Yun
2014-01-01
Critical thinking (CT) and English literacy are two essential 21st century competencies that are a priority for teaching and learning in an increasingly digital learning environment. Taking advantage of innovations in educational technology, this study empirically investigates the effectiveness of CT-infused adaptive English literacy instruction…
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Chu, Hui-Chun; Lin, Yu-Shih; Tsai, Chin-Chung
2011-01-01
Previous studies have reported the importance and benefits of situating students in a real-world learning environment with access to digital-world resources. At the same time, researchers have indicated the need to develop learning guidance mechanisms or tools for assisting students to learn in such a complex learning scenario. In this study, a…
Curriculum for Digital Education Leadership: A Concept Paper
ERIC Educational Resources Information Center
Brown, Cheryl; Czerniewicz, Laura; Huang, Cheng-Wen; Mayisela, Tabisa
2016-01-01
The Commonwealth Digital Education Leadership Training in Action (C-DELTA) is a long-term programme of the Commonwealth of Learning (COL) to promote a digital education environment in Commonwealth Member Nations. This concept paper proposes a holistic approach to conceptualising digital education leadership. The C-DELTA programme will provide a…
Comparison of 1:1 and 1:m CSCL Environment for Collaborative Concept Mapping
ERIC Educational Resources Information Center
Lin, C.-P.; Wong, L.-H.; Shao, Y.-J.
2012-01-01
This paper reports an investigation into the effects of collaborative concept mapping in a digital learning environment, in terms of students' overall learning gains, knowledge retention, quality of student artefacts (the collaboratively created concept maps), interactive patterns, and learning perceptions. Sixty-four 12-year-old students from two…
Collaborative Embodied Learning in Mixed Reality Motion-Capture Environments: Two Science Studies
ERIC Educational Resources Information Center
Johnson-Glenberg, Mina C.; Birchfield, David A.; Tolentino, Lisa; Koziupa, Tatyana
2014-01-01
These 2 studies investigate the extent to which an Embodied Mixed Reality Learning Environment (EMRELE) can enhance science learning compared to regular classroom instruction. Mixed reality means that physical tangible and digital components were present. The content for the EMRELE required that students map abstract concepts and relations onto…
Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment
ERIC Educational Resources Information Center
Chappell, Kerry; Walsh, Chris; Wren, Heather; Kenny, Karen; Schmoelz, Alexander; Stouraitis, Elias
2017-01-01
This article interrogates how a particular conception of creativity: "wise humanising creativity" (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C[superscript 2]Learn, a three-year European Commission funded project which introduced innovative digital gaming…
ERIC Educational Resources Information Center
Doolittle, Peter E.; Mariano, Gina J.
2008-01-01
The present study examined the effects of individual differences in working memory capacity (WMC) on learning from an historical inquiry multimedia tutorial in stationary versus mobile learning environments using a portable digital media player (i.e., iPod). Students with low (n = 44) and high (n = 40) working memory capacity, as measured by the…
ERIC Educational Resources Information Center
Armakolas, Stefanos; Mikroyannidis, Alexander; Panagiotakopoulos, Christos; Panousopoulou, Theofania
2016-01-01
Personal Learning Environments (PLEs) help students manage and take control of their own learning. As such, the PLE promotes self-regulation in learning and allows learners to aggregate, manipulate and share digital artefacts within a flexible and versatile online space. This paper presents a case study in Greece, concerning an investigation about…
A Meta-Analytic and Qualitative Review of Online versus Face-to-Face Problem-Based Learning
ERIC Educational Resources Information Center
Jurewitsch, Brian
2012-01-01
Problem-based learning (PBL) is an instructional strategy that is poised for widespread application in the current, growing, on-line digital learning environment. While enjoying a track record as a defensible strategy in face-to-face learning settings, the research evidence is not clear regarding PBL in on-line environments. A review of the…
The Role Distance Learning Has to Play in Offender Education
ERIC Educational Resources Information Center
Seelig, Caroline; Rate, Leanne
2014-01-01
This article looks into the uses of digital and online tools in distance learning to improve literacy and numeracy of offenders in New Zealand prisons. Looking at the benefits and restrictions of digital education within the prison environment, this article discusses the solutions that Open Polytechnic, in partnership with the the New Zealand…
Supporting Collocation Learning with a Digital Library
ERIC Educational Resources Information Center
Wu, Shaoqun; Franken, Margaret; Witten, Ian H.
2010-01-01
Extensive knowledge of collocations is a key factor that distinguishes learners from fluent native speakers. Such knowledge is difficult to acquire simply because there is so much of it. This paper describes a system that exploits the facilities offered by digital libraries to provide a rich collocation-learning environment. The design is based on…
ERIC Educational Resources Information Center
Sharp, Laurie A.
2018-01-01
Technology has transformed learning at the postsecondary level and significantly increased the prevalence of digital learning environments. As adult educators approach instructional design, they must consider how to apply research-based practices that preserve the quality of instruction and provide adult learners with technology-based instruction…
The direction of cloud computing for Malaysian education sector in 21st century
NASA Astrophysics Data System (ADS)
Jaafar, Jazurainifariza; Rahman, M. Nordin A.; Kadir, M. Fadzil A.; Shamsudin, Syadiah Nor; Saany, Syarilla Iryani A.
2017-08-01
In 21st century, technology has turned learning environment into a new way of education to make learning systems more effective and systematic. Nowadays, education institutions are faced many challenges to ensure the teaching and learning process is running smoothly and manageable. Some of challenges in the current education management are lack of integrated systems, high cost of maintenance, difficulty of configuration and deployment as well as complexity of storage provision. Digital learning is an instructional practice that use technology to make learning experience more effective, provides education process more systematic and attractive. Digital learning can be considered as one of the prominent application that implemented under cloud computing environment. Cloud computing is a type of network resources that provides on-demands services where the users can access applications inside it at any location and no time border. It also promises for minimizing the cost of maintenance and provides a flexible of data storage capacity. The aim of this article is to review the definition and types of cloud computing for improving digital learning management as required in the 21st century education. The analysis of digital learning context focused on primary school in Malaysia. Types of cloud applications and services in education sector are also discussed in the article. Finally, gap analysis and direction of cloud computing in education sector for facing the 21st century challenges are suggested.
NASA Astrophysics Data System (ADS)
Serkan Güllüoüǧlu, Sabri
2013-03-01
This paper outlines the main infrastructure for implicating mobile learning in medicine and present a sample mobile learning application for medical learning within the framework of mobile learning systems. Mobile technology is developing nowadays. In this case it will be useful to develop different learning environments using these innovations in internet based distance education. M-learning makes the most of being on location, providing immediate access, being connected, and acknowledges learning that occurs beyond formal learning settings, in places such as the workplace, home, and outdoors. Central to m-learning is the principle that it is the learner who is mobile rather than the device used to deliver m learning. The integration of mobile technologies into training has made learning more accessible and portable. Mobile technologies make it possible for a learner to have access to a computer and subsequently learning material and activities; at any time and in any place. Mobile devices can include: mobile phone, personal digital assistants (PDAs), personal digital media players (eg iPods, MP3 players), portable digital media players, portable digital multimedia players. Mobile learning (m-learning) is particularly important in medical education, and the major users of mobile devices are in the field of medicine. The contexts and environment in which learning occurs necessitates m-learning. Medical students are placed in hospital/clinical settings very early in training and require access to course information and to record and reflect on their experiences while on the move. As a result of this paper, this paper strives to compare and contrast mobile learning with normal learning in medicine from various perspectives and give insights and advises into the essential characteristics of both for sustaining medical education.
The Use of Mobile Technologies in Multimedia-Supported Learning Environments
ERIC Educational Resources Information Center
Duygu Eristi, Suzan; Haseski, Halil Ibrahim; Uluuysal, Betul; Karakoyun, Ferit
2011-01-01
The aim of the study is to reveal the students' opinions about the use of PDAs (Personal Digital Assistant) in learning environment within the context of multimedia based applications. Through purposeful sampling, 17 undergraduate students attending the elective course of BTO 323 Character Design in Computer Environment in the Department of…
The Challenges of Digital Leadership
ERIC Educational Resources Information Center
McLeod, Scott
2015-01-01
Because digital devices and online environments can simultaneously be transformatively empowering and maddeningly disruptive, the work of integrating digital learning tools into schools is usually difficult and complex. Common challenges arise, however, and can be thoughtfully addressed by proactive leadership. In the end, technology change in…
Kinespell: Kinesthetic Learning Activity and Assessment in a Digital Game-Based Learning Environment
NASA Astrophysics Data System (ADS)
Cariaga, Ada Angeli; Salvador, Jay Andrae; Solamo, Ma. Rowena; Feria, Rommel
Various approaches in learning are commonly classified into visual, auditory and kinesthetic (VAK) learning styles. One way of addressing the VAK learning styles is through game-based learning which motivates learners pursue knowledge holistically. The paper presents Kinespell, an unconventional method of learning through digital game-based learning. Kinespell is geared towards enhancing not only the learner’s spelling abilities but also the motor skills through utilizing wireless controllers. It monitors player’s performance through integrated assessment scheme. Results show that Kinespell may accommodate the VAK learning styles and is a promising alternative to established methods in learning and assessing students’ performance in Spelling.
Social Tagging in a Scholarly Digital Library Environment: Users' Perspectives
ERIC Educational Resources Information Center
Noorhidawati, A.; Hanum, N. Fariza; Zohoorian-Fooladi, N.
2013-01-01
Introduction: This paper reports an exploratory study examining how users participate in social tagging activities in a scholarly digital library environment to learn about their motivations, behaviour, and practices. Method: This study was conducted in two phases: a survey to investigate usage and attitudes of social tagging tool, and a…
ERIC Educational Resources Information Center
Laakkonen, Ilona; Taalas, Peppi
2015-01-01
This article provides readers with an understanding of the concept of the personal learning environment (PLE). It suggests that PLEs can be used in two complementary ways: as a developmental lens for integrating ICT and creating new pedagogical practices and digital literacies for academic language learning, and as a context in which learners can…
ERIC Educational Resources Information Center
Jones, Greg; Warren, Scott
2009-01-01
Using video games, virtual simulations, and other digital spaces for learning can be a time-consuming process; aside from technical issues that may absorb class time, students take longer to achieve gains in learning in virtual environments. Greg Jones and Scott Warren describe how intelligent agents, in-game characters that respond to the context…
Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment
ERIC Educational Resources Information Center
Zheng, Meixun
2012-01-01
This mixed methods study examined the flow experience of 5th graders in the CRYSTAL ISLAND game-based science learning environment. Participants were 73 5th graders from a suburban public school in the southeastern US. Quantitative data about students' science content learning and attitudes towards science was collected via pre-and post surveys.…
Digital Affordances on WeChat: Learning Chinese as a Second Language
ERIC Educational Resources Information Center
Jin, Li
2018-01-01
Different from the traditional term language input, affordance, an ecological term, has been deployed to analyze the perceived opportunities for second language (L2) learning an environment provides to L2 learners. L2 learning occurs only when the semiotic resources in the environment resonate with the learner's capacities such as their abilities,…
Teaching with Game-Based Learning Management Systems: Exploring a Pedagogical Dungeon
ERIC Educational Resources Information Center
Carron, Thibault; Marty, Jean-Charles; Heraud, Jean-Mathias
2008-01-01
The work reported here takes place in the educational domain. The authors propose a learning environment based on a graphical representation of a course. The emergence of online multiplayer games led the authors to apply the following metaphor to the digital work environments: The method of acquiring knowledge during a learning session is similar…
Hybrid E-Textbooks as Comprehensive Interactive Learning Environments
ERIC Educational Resources Information Center
Ghaem Sigarchian, Hajar; Logghe, Sara; Verborgh, Ruben; de Neve, Wesley; Salliau, Frank; Mannens, Erik; Van de Walle, Rik; Schuurman, Dimitri
2018-01-01
An e-TextBook can serve as an interactive learning environment (ILE), facilitating more effective teaching and learning processes. In this paper, we propose the novel concept of an EPUB 3-based Hybrid e-TextBook, which allows for interaction between the digital and the physical world. In that regard, we first investigated the gap between the…
ERIC Educational Resources Information Center
Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M.
2014-01-01
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
ERIC Educational Resources Information Center
Wolf, Mary Ann
2012-01-01
Preparing all students to succeed in today's increasingly global economy and complex world requires a shift from a teacher-centric culture to learner-centered instruction, according to a new report from the Alliance for Excellent Education. This report examines the characteristics of learner-centered instruction and the support that educators and…
Formal Learning Sequences and Progression in the Studio: A Framework for Digital Design Education
ERIC Educational Resources Information Center
Wärnestål, Pontus
2016-01-01
This paper examines how to leverage the design studio learning environment throughout long-term Digital Design education in order to support students to progress from tactical, well-defined, device-centric routine design, to confidently design sustainable solutions for strategic, complex, problems for a wide range of devices and platforms in the…
Personal Voices in Higher Education: A Digital Storytelling Experience for Pre-Service Teachers
ERIC Educational Resources Information Center
Kocaman-Karoglu, Aslihan
2016-01-01
Digital storytelling (DST) has recently emerged as a new tool in instructional environments. DST involves the combination of media and technology with traditional storytelling to help students learn. This paper examines the use of DST in a university course and pre-service teachers' perceptions of their learning experiences using this tool.…
ERIC Educational Resources Information Center
Obari, Hiroyuki; Lambacher, Stephen
2012-01-01
This paper reports on the use of digital storytelling and blog activities to make CALL classes more dynamic and personalized for both instructors and learners alike. An empirical research study was carried out to determine if a blended-learning environment incorporating m-learning could help improve the English listening, presentation, and…
ERIC Educational Resources Information Center
Swan, Kathy; Hofer, Mark; Swan, Gerry
2011-01-01
Three criteria for meaningful student learning--construction of knowledge, disciplined inquiry, and value beyond school--are assessed as authentic learning outcomes for an implementation of a digital documentary project in two fifth grade history classrooms where teachers' practices are constrained by a high-stakes testing climate. In all three…
An Evidence Centered Design for Learning and Assessment in the Digital World. CRESST Report 778
ERIC Educational Resources Information Center
Behrens, John T.; Mislevy, Robert J.; DiCerbo, Kristen E.; Levy, Roy
2010-01-01
The world in which learning and assessment must take place is rapidly changing. The digital revolution has created a vast space of interconnected information, communication, and interaction. Functioning effectively in this environment requires so-called 21st century skills such as technological fluency, complex problem solving, and the ability to…
Using SecondLife Online Virtual World Technology to Introduce Educators to the Digital Culture
NASA Technical Reports Server (NTRS)
Jamison, John
2008-01-01
The rapidly changing culture resulting from new technologies and digital gaming has created an increasing language gap between traditional educators and today's learners (Natkin, 2006; Seely-Brown, 2000). This study seeks to use the online virtual world of SecondLife.com as a tool to introduce educators to this new environment for learning. This study observes the activities and perceptions of a group of educators given unscripted access to this virtual environment. The results 'suggest that although serious technology limitations do currently exist, the potential of this virtual world environment as a learning experience for educators is strong.
NASA Astrophysics Data System (ADS)
Schroeder, Mubina Khan
In science education, the use of digital technology-based learning can help students struggling with difficult concepts such as the movement of molecules. While digital learning tools hold much promise for science education, the question arises as to whether or not such technology can serve as an adequate surrogate for the teacher-student interactions that theorists like Lev Vygotsky (1978) underscored as being critical to learning. In response to such concerns, designers of digital curricula often utilize scaffolds to help students as they learn from such programs. Using a simulation designed to teach students about the concept of diffusion as an example, I examine the effect of including prompting language in the learning sequence of the simulation. The use of prompting language in digital curriculum appears to be successful because it elicits science students to reflect and metacognise about their learning, lending support to Vygotsky's (1978) ideas of teaching and learning involving outer and inner dialog. However, findings from think aloud data continue to underscore the importance of human linguistic exchange as a preferable learning paradigm.
Inquiry-based Learning and Digital Libraries in Undergraduate Science Education
NASA Astrophysics Data System (ADS)
Apedoe, Xornam S.; Reeves, Thomas C.
2006-12-01
The purpose of this paper is twofold: to describe robust rationales for integrating inquiry-based learning into undergraduate science education, and to propose that digital libraries are potentially powerful technological tools that can support inquiry-based learning goals in undergraduate science courses. Overviews of constructivism and situated cognition are provided with regard to how these two theoretical perspectives have influenced current science education reform movements, especially those that involve inquiry-based learning. The role that digital libraries can play in inquiry-based learning environments is discussed. Finally, the importance of alignment among critical pedagogical dimensions of an inquiry-based pedagogical framework is stressed in the paper, and an example of how this can be done is presented using earth science education as a context.
Design of Ontology-Based Sharing Mechanism for Web Services Recommendation Learning Environment
NASA Astrophysics Data System (ADS)
Chen, Hong-Ren
The number of digital learning websites is growing as a result of advances in computer technology and new techniques in web page creation. These sites contain a wide variety of information but may be a source of confusion to learners who fail to find the information they are seeking. This has led to the concept of recommendation services to help learners acquire information and learning resources that suit their requirements. Learning content like this cannot be reused by other digital learning websites. A successful recommendation service that satisfies a certain learner must cooperate with many other digital learning objects so that it can achieve the required relevance. The study proposes using the theory of knowledge construction in ontology to make the sharing and reuse of digital learning resources possible. The learning recommendation system is accompanied by the recommendation of appropriate teaching materials to help learners enhance their learning abilities. A variety of diverse learning components scattered across the Internet can be organized through an ontological process so that learners can use information by storing, sharing, and reusing it.
Spatial Learning and Wayfinding in an Immersive Environment: The Digital Fulldome.
Hedge, Craig; Weaver, Ruth; Schnall, Simone
2017-05-01
Previous work has examined whether immersive technologies can benefit learning in virtual environments, but the potential benefits of technology in this context are confounded by individual differences such as spatial ability. We assessed spatial knowledge acquisition in male and female participants using a technology not previously examined empirically: the digital fulldome. Our primary aim was to examine whether performance on a test of survey knowledge was better in a fulldome (N = 28, 12 males) relative to a large, flat screen display (N = 27, 13 males). Regression analysis showed that, compared to a flat screen display, males showed higher levels of performance on a test of survey knowledge after learning in the fulldome, but no benefit occurred for females. Furthermore, performance correlated with spatial visualization ability in male participants, but not in female participants. Thus, the digital fulldome is a potentially useful learning aid, capable of accommodating multiple users, but individual differences and use of strategy need to be considered.
Developing Digital Portfolios for Childhood Education. Research Reports.
ERIC Educational Resources Information Center
Kankaanranta, Marja
This action research study developed, explored, and analyzed the use of digital portfolios as a multiperspective ecological assessment method in primary education learning environments in Finland. Participating in the study were kindergarten and primary school teachers who were challenged and encouraged to utilize networking and digital portfolios…
Effects of Teaching and Learning Styles on Students' Reflection Levels for Ubiquitous Learning
ERIC Educational Resources Information Center
Hsieh, Sheng-Wen; Jang, Yu-Ruei; Hwang, Gwo-Jen; Chen, Nian-Shing
2011-01-01
Ubiquitous learning (u-learning), in conjunction with supports from the digital world, is recognized as an effective approach for situating students in real-world learning environments. Earlier studies concerning u-learning have mainly focused on investigating the learning attitudes and learning achievements of students, while the causations such…
DELIVERing Library Resources to the Virtual Learning Environment
ERIC Educational Resources Information Center
Secker, Jane
2005-01-01
Purpose: Examines a project to integrate digital libraries and virtual learning environments (VLE) focusing on requirements for online reading list systems. Design/methodology/approach: Conducted a user needs analysis using interviews and focus groups and evaluated three reading or resource list management systems. Findings: Provides a technical…
ERIC Educational Resources Information Center
Gomez, Kimberley; Lee, Ung-Sang
2015-01-01
John Seely Brown suggested that learning environments should be spaces in which all work is public, is subject to iterative critique by instructors and peers, and in which social interaction is primary. In such spaces, students and teachers engage in a situated cognition approach to teaching and learning where "cognitive accomplishments rely…
NASA Astrophysics Data System (ADS)
DiSalvo, Elizabeth Betsy
The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors. Through analysis of cultural values and digital game play practices, the program was designed to intertwine authentic game development practices and computer science learning. The resulting program employed 25 African American male high school students to test pre-release digital games full-time in the summer and part-time in the school year, with an hour of each day dedicated to learning introductory computer science. Outcomes for persisting in computer science education are remarkable; of the 16 participants who had graduated from high school as of 2012, 12 have gone on to school in computing-related majors. These outcomes, and the participants' enthusiasm for engaging in computing, are in sharp contrast to the crisis in African American male education and learning motivation. The research presented in this dissertation discusses the formative research that shaped the design of Glitch, the evaluation of the implementation of Glitch, and a theoretical investigation of the way in which participants navigated conflicting motivations in learning environments.
ERIC Educational Resources Information Center
Rigby, C. Scott; Przybylski, Andrew K.
2009-01-01
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
ERIC Educational Resources Information Center
Nicholas, Karen; Fletcher, Jo
2017-01-01
Advances in learning approaches can enhance deeper levels of mathematical thinking and engagement through the use of new digital environments and technologies. The growing utilisation of portable digital devices in schools has meant there are enhanced tools to support mathematical learning and understandings. This article focused on those who work…
New Perspectives on Teaching and Working with Languages in the Digital Era
ERIC Educational Resources Information Center
Pareja-Lora, Antonio, Ed.; Calle-Martínez, Cristina, Ed.; Rodríguez-Arancón, Pilar, Ed.
2016-01-01
This volume offers a comprehensive, up-to-date, empirical and methodological view over the new scenarios and environments for language teaching and learning recently emerged (e.g. blended learning, e-learning, ubiquitous learning, social learning, autonomous learning or lifelong learning), and also over some of the new approaches to language…
3D interactive augmented reality-enhanced digital learning systems for mobile devices
NASA Astrophysics Data System (ADS)
Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie
2013-03-01
With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.
Reaching Digital Natives on Their Terms
ERIC Educational Resources Information Center
Dessoff, Alan
2010-01-01
From replacing print textbooks with digital content created by teachers or gathered from outside sources to encouraging students to explore the world around them digitally, many districts are creating a new type of student-friendly teaching and learning environment that goes beyond just adding computers to classrooms. Through a wide range of…
Learning Analytics Platform, towards an Open Scalable Streaming Solution for Education
ERIC Educational Resources Information Center
Lewkow, Nicholas; Zimmerman, Neil; Riedesel, Mark; Essa, Alfred
2015-01-01
Next generation digital learning environments require delivering "just-in-time feedback" to learners and those who support them. Unlike traditional business intelligence environments, streaming data requires resilient infrastructure that can move data at scale from heterogeneous data sources, process the data quickly for use across…
Emotional Intelligence as a Determinant of Readiness for Online Learning
ERIC Educational Resources Information Center
Buzdar, Muhammad Ayub; Ali, Akhtar; Tariq, Riaz Ul Haq
2016-01-01
Students' performance in online learning environments is associated with their readiness to adopt a digital learning approach. Traditional concept of readiness for online learning is connected with students' competencies of using technology for learning purposes. We in this research, however, investigated psychometric aspects of students'…
Liberating Learning Object Design from the Learning Style of Student Instructional Designers
ERIC Educational Resources Information Center
Akpinar, Yavuz
2007-01-01
Learning objects are a new form of learning resource, and the design of these digital environments has many facets. To investigate senior instructional design students' use of reflection tools in designing learning objects, a series of studies was conducted using the Reflective Action Instructional Design and Learning Object Review Instrument…
ERIC Educational Resources Information Center
Freihofner, Ulla; Smala, Simone; Campbell, Chris
2016-01-01
The increase in the use of educational technologies in Australian high schools has sparked this investigation into how Year 9 (13 to 14 years of age) students experience and negotiate a new technology enhanced learning environment in a bilingual classroom setting. The paper is about examining the students' language practices in German and English…
ERIC Educational Resources Information Center
Dvir, Assaf; Tabach, Michal
2017-01-01
High schools commonly use a differential approach to teach minima and maxima geometric problems. Although calculus serves as a systematic and powerful technique, this rigorous instrument might hinder students' ability to understand the behavior and constraints of the objective function. The proliferation of digital environments allowed us to adopt…
ERIC Educational Resources Information Center
Dabbagh, Nada; Fake, Helen
2017-01-01
A review of the literature reveals there is a gap in the research regarding how students currently perceive PLEs and how they structure their PLEs to support their learning goals. The purpose of this study was to establish an understanding of college students' perceptions of PLEs and what digital tools are currently being used to structure PLEs in…
ERIC Educational Resources Information Center
Selby, Les; Russell, David
2005-01-01
Purpose: To report on the progress of Digital Media U, a tailor-made portal, learning environment and management system. Design/methodology/approach: Discusses the design of the learning content domains, acquisition of the content and the systems for managing the curriculum in the future, including the application of a new model of accreditation.…
Prospects for Digital Campus with Extensive Applications of Virtual Collaborative Space
ERIC Educational Resources Information Center
Nishide, Ryo
2011-01-01
This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…
Digital Video for Fostering Self-Reflection in an ePortfolio Environment
ERIC Educational Resources Information Center
Cheng, Gary; Chau, Juliana
2009-01-01
The ability to self-reflect is widely recognized as a desirable learner attribute that can induce deep learning. Advances in computer-mediated communication technologies have led to intense interest in higher education in exploring the potential of digital tools, particularly digital video, for fostering self-reflection. While there are reports…
ERIC Educational Resources Information Center
Tan, Sabine; O'Halloran, Kay L.; Wignell, Peter
2016-01-01
Multimodality, the study of the interaction of language with other semiotic resources such as images and sound resources, has significant implications for computer assisted language learning (CALL) with regards to understanding the impact of digital environments on language teaching and learning. In this paper, we explore recent manifestations of…
Developing Self-Management and Teamwork Using Digital Games in 3D Simulations
ERIC Educational Resources Information Center
Cela-Ranilla, Jose M.; Esteve-Mon, Francesc M.; Esteve-González, Vanessa; Gisbert-Cervera, Merce
2014-01-01
Emerging technologies are providing opportunities for designing new learning environments, especially environments in which students can learn by putting their skills into practice. Knowledge about the development of these experiences needs to be accumulated and processed so that they can be integrated effectively into training programmes. In this…
ERIC Educational Resources Information Center
Govindasamy, Malliga K.
2014-01-01
Agent technology has become one of the dynamic and most interesting areas of computer science in recent years. The dynamism of this technology has resulted in computer generated characters, known as pedagogical agent, entering the digital learning environments in increasing numbers. Commonly deployed in implementing tutoring strategies, these…
ERIC Educational Resources Information Center
Hansson, Lena; Redfors, Andreas; Rosberg, Maria
2011-01-01
In a European project--CoReflect--researchers in seven countries are developing, implementing and evaluating teaching sequences using a web-based platform (STOCHASMOS). The interactive web-based inquiry materials support collaborative and reflective work. The learning environments will be iteratively tested and refined, during different phases of…
Digital Learning Playground: Supporting Authentic Learning Experiences in the Classroom
ERIC Educational Resources Information Center
Chen, Gwo-Dong; Nurkhamid; Wang, Chin-Yeh; Yang, Su-Hang; Lu, Wei-Yuan; Chang, Chih-Kai
2013-01-01
This study proposes a platform to provide a near-authentic environment, context, and situation for task-based learning. The platform includes two projection screens (a vertical and a horizontal screen) combined for situated or authentic learning. The horizontal screen extends the vertical screen scene to form a space for learning activities and…
Technologies That Capitalize on Study Skills with Learning Style Strengths
ERIC Educational Resources Information Center
Howell, Dusti D.
2008-01-01
This article addresses the tools available in the rapidly changing digital learning environment and offers a variety of approaches for how they can assist students with visual, auditory, or kinesthetic learning strengths. Teachers can use visual, auditory, and kinesthetic assessment tests to identify learning preferences and then recommend…
Integrating Augmented Reality Technology to Enhance Children's Learning in Marine Education
ERIC Educational Resources Information Center
Lu, Su-Ju; Liu, Ying-Chieh
2015-01-01
Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary…
A Review of Adventure Learning
ERIC Educational Resources Information Center
Veletsianos, George; Kleanthous, Irene
2009-01-01
Adventure learning (AL) is an approach for the design of digitally-enhanced teaching and learning environments driven by a framework of guidelines grounded on experiential and inquiry-based education. The purpose of this paper is to review the adventure learning literature and to describe the status quo of the practice by identifying the current…
Role of Passive Capturing in a Ubiquitous Learning Environment
ERIC Educational Resources Information Center
Ogata, Hiroaki; Hou, Bin; Li, MengMeng; Uosaki, Noriko; Mouri, Kousuke
2013-01-01
Ubiquitous Learning Log (ULL) is defined as a digital record of what you have learned in the daily life using ubiquitous technologies. This paper focuses on how to capture learning experiences in our daily life for vocabulary learning. In our previous works, we developed a system named SCROLL (System for Capturing and Reminding Of Learning Log) in…
A Mobile-Based E-Learning System
ERIC Educational Resources Information Center
Ojokoh, Bolanle Adefowoke; Doyeni, Olubimtan Ayo; Adewale, Olumide Sunday; Isinkaye, Folasade Olubusola
2013-01-01
E-learning is an innovative approach for delivering electronically mediated, well-designed, learner-centred interactive learning environments by utilizing internet and digital technologies with respect to instructional design principles. This paper presents the application of Software Development techniques in the development of a Mobile Based…
ERIC Educational Resources Information Center
Technology & Learning, 2008
2008-01-01
Anytime, anywhere, learning provides opportunities to create digital learning environments for new teaching styles and personalized learning. As part of making sure the program is effective, the safety and security of students and assets are essential--and mandated by law. The Children's Internet Protection Act (CIPA) addresses Internet content…
ERIC Educational Resources Information Center
Ungerer, Leona M.
2016-01-01
Digital curation may be regarded as a core competency in higher education since it contributes to establishing a sense of metaliteracy (an essential requirement for optimally functioning in a modern media environment) among students. Digital curation is gradually finding its way into higher education curricula aimed at fostering social media…
ERIC Educational Resources Information Center
Huddy, Avril
2017-01-01
Digital technology has long been integrated into the mainstream learning environment in a variety of ways from basic teaching delivery tools to specific courseware; however, it has struggled to make an impact in the dance technique studio. Despite the enthusiastic and alacritous integration of digital technologies within the repertoire and…
ERIC Educational Resources Information Center
Leow, Fui-Theng; Neo, Mai; Hew, Soon Hin
2016-01-01
The 21st century marks the beginning of digital age with the extensive use of digital media, mobile devices, and Internet resources. Recent studies found that this digital era has expanded the landscape of student experiences, and educational technologies as well as increased the educator's awareness on embracing technologies to promote effective…
Digital Doctorates? An Exploratory Study of PhD Candidates' Use of Online Tools
ERIC Educational Resources Information Center
Dowling, Robyn; Wilson, Michael
2017-01-01
Online environments are transforming learning, including doctoral education. Yet the ways in which the PhD experience is shaped and transformed through these digital modes of engagement is seldom addressed, and not systematically understood. In this article, we explore PhD students' perceptions and use of digital tools. Drawing on the results of…
ERIC Educational Resources Information Center
Prosser, Dominic; Eddisford, Susan
2004-01-01
This paper examines children's and adults' attitudes to virtual representations of museum objects. Drawing on empirical research data gained from two web-based digital learning environments. The paper explores the characteristics of on-line learning activities that move children from a sense of wonder into meaningful engagement with objects and…
Addressing Learning Disabilities with UDL and Technology: Strategic Reader
ERIC Educational Resources Information Center
Hall, Tracey E.; Cohen, Nicole; Vue, Ge; Ganley, Patricia
2015-01-01
CAST created "Strategic Reader," a technology-based system blending Universal Design for Learning (UDL) and Curriculum-Based Measurement (CBM) in a digital learning environment to improve reading comprehension instruction. This experimental study evaluates the effectiveness of Strategic Reader using two treatment conditions for measuring…
A Gaming Frame of Mind: Digital Contexts and Academic Implications
ERIC Educational Resources Information Center
Abrams, Sandra S.
2009-01-01
When considering the interdisciplinary nature of education, researchers need to acknowledge students' traditional and multimodal literacies and learning environments. Technological changes have brought about new learning spaces and what students learn through their video gaming experiences seems to have important academic implications and…
Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment
ERIC Educational Resources Information Center
Zheng, Meixun; Spires, Hiller A.
2014-01-01
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
The Effect of Social Interaction on Learning Engagement in a Social Networking Environment
ERIC Educational Resources Information Center
Lu, Jie; Churchill, Daniel
2014-01-01
This study investigated the impact of social interactions among a class of undergraduate students on their learning engagement in a social networking environment. Thirteen undergraduate students enrolled in a course in a university in Hong Kong used an Elgg-based social networking platform throughout a semester to develop their digital portfolios…
Learning and Digital Environment of Dance--The Case of Greek Traditional Dance in Youtube
ERIC Educational Resources Information Center
Gratsiouni, Dimitra; Koutsouba, Maria; Venetsanou, Foteini; Tyrovola, Vasiliki
2016-01-01
The incorporation of Information and Communication Technologies (ICT) in education has changed the educational procedures through the creation and use of new teaching and learning environments with the use of computers and network applications that afford new dimensions to distance education. In turn, these emerging and in progress technologies,…
NASA Astrophysics Data System (ADS)
Vauderwange, Oliver; Wozniak, Peter; Javahiraly, Nicolas; Curticapean, Dan
2016-09-01
The Paper presents the design and development of a blended learning concept for an engineering course in the field of color representation and display technologies. A suitable learning environment is crucial for the success of the teaching scenario. A mixture of theoretical lectures and hands-on activities with practical applications and experiments, combined with the advantages of modern digital media is the main topic of the paper. Blended learning describes the didactical change of attendance periods and online periods. The e-learning environment for the online period is designed toward an easy access and interaction. Present digital media extends the established teaching scenarios and enables the presentation of videos, animations and augmented reality (AR). Visualizations are effective tools to impart learning contents with lasting effect. The preparation and evaluation of the theoretical lectures and the hands-on activities are stimulated and affects positively the attendance periods. The tasks and experiments require the students to work independently and to develop individual solution strategies. This engages and motivates the students, deepens the knowledge. The authors will present their experience with the implemented blended learning scenario in this field of optics and photonics. All aspects of the learning environment will be introduced.
A Heuristic Algorithm for Planning Personalized Learning Paths for Context-Aware Ubiquitous Learning
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Kuo, Fan-Ray; Yin, Peng-Yeng; Chuang, Kuo-Hsien
2010-01-01
In a context-aware ubiquitous learning environment, learning systems can detect students' learning behaviors in the real-world with the help of context-aware (sensor) technology; that is, students can be guided to observe or operate real-world objects with personalized support from the digital world. In this study, an optimization problem that…
ERIC Educational Resources Information Center
Parker, David R.; White, Cheri E.; Collins, Laura; Banerjee, Manju; McGuire, Joan M.
2009-01-01
Today's college students are expected to utilize a variety of learning technologies to succeed in higher education. Students with learning disabilities (LD) and/or Attention-Deficit/Hyperactivity Disorders (ADHD) can encounter barriers to equal access and effective learning in this new digital environment, including the development of proficiency…
ERIC Educational Resources Information Center
Hung, Pi-Hsia; Hwang, Gwo-Jen; Lin, Yu-Fen; Wu, Tsung-Hsun; Su, I-Hsiang
2013-01-01
Mobile learning has been recommended for motivating students on field trips; nevertheless, owing to the complexity and the richness of the learning resources from both the real-world and the digital-world environments, information overload remains one of the major concerns. Most mobile learning designs provide feedback only for multiple choice…
Inside Out: Detecting Learners' Confusion to Improve Interactive Digital Learning Environments
ERIC Educational Resources Information Center
Arguel, Amaël; Lockyer, Lori; Lipp, Ottmar V.; Lodge, Jason M.; Kennedy, Gregor
2017-01-01
Confusion is an emotion that is likely to occur while learning complex information. This emotion can be beneficial to learners in that it can foster engagement, leading to deeper understanding. However, if learners fail to resolve confusion, its effect can be detrimental to learning. Such detrimental learning experiences are particularly…
ERIC Educational Resources Information Center
Grenfell, Janette
2013-01-01
Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin studies online learning management…
The Place of Game-Based Learning in an Age of Austerity
ERIC Educational Resources Information Center
Whitton, Nicola
2012-01-01
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
ERIC Educational Resources Information Center
Crawford, Renée; Jenkins, Louise
2017-01-01
Increased accessibility of advanced technology, the targeted use of online learning platforms, student flexible learning expectations and the pressures of faculty budget constraints and priorities have called into question the effectiveness of traditional tertiary teaching and learning models. The tertiary education context must evolve at a pace…
An Investigation into Cooperative Learning in a Virtual World Using Problem-Based Learning
ERIC Educational Resources Information Center
Parson, Vanessa; Bignell, Simon
2017-01-01
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
ERIC Educational Resources Information Center
Poyo, Susan Ricke
2016-01-01
Changes in the field of education require teachers' acquisition of specific knowledge of technology and the skills of its effective use in the classroom. With the expansion of the traditional classroom to include virtual learning environments, concern still exists regarding characteristics necessary for quality teaching and learning. This research…
ERIC Educational Resources Information Center
Nam, Chaebong
2013-01-01
This paper shows how the legacy of Jane Addams' socialized education can live on in today's progressive education, especially in the digital age. Discussion is drawn from a case study of an anti-underage drinking campaign conducted by urban youth of color in an afterschool program. The media ecology environment in the campaign--the integrated…
Online Education and the Emotional Experience of the Teacher
ERIC Educational Resources Information Center
Cook, Judi Puritz
2018-01-01
This chapter examines the emotional experience of teachers who are designing courses for digital learning environments. Recommendations for gaining confidence and coping with the emotional stress of rethinking a course for online learning are addressed.
ERIC Educational Resources Information Center
Moreillon, Judi
2015-01-01
As more and more library and LIS education migrates to the online environment, college and university faculty are called upon to expand their pedagogy. Interactivity has been cited as one factor in attracting and retaining students in online courses and programs. LIS educators can reach outside the online learning management system (LMS) to…
ERIC Educational Resources Information Center
Zacharis, Georgios K.; Mikropoulos, Tassos Anastasios; Kalyvioti, Katerina
2016-01-01
Studies showed that two-dimensional (2D) and three-dimensional (3D) educational content contributes to learning. Although there were many studies with 3D stereoscopic learning environments, only a few studies reported on the differences between real, 2D, and 3D scenes, as far as cognitive load and attentional demands were concerned. We used…
ERIC Educational Resources Information Center
Devane, Ben
2009-01-01
In the midst of the worst economic crisis since the Great Depression, there exists a deficit of compelling financial education curricula in urban schools that serve financially vulnerable working-class students. Part of a design-based research investigation aimed at creating culturally-relevant financial literacy learning environments, this study…
ERIC Educational Resources Information Center
Warren, Steven F.; Gilkerson, Jill; Richards, Jeffrey A.; Oller, D. Kimbrough; Xu, Dongxin; Yapanel, Umit; Gray, Sharmistha
2010-01-01
The study compared the vocal production and language learning environments of 26 young children with autism spectrum disorder (ASD) to 78 typically developing children using measures derived from automated vocal analysis. A digital language processor and audio-processing algorithms measured the amount of adult words to children and the amount of…
ERIC Educational Resources Information Center
Baim, Susan A
2015-01-01
As the percentage of university-level courses delivered online continues to increase, instructors who rely on storytelling approaches to convey key concepts in lecture-based coursework will likely face the need to translate their oral storytelling modules into one or more formats that are suitable for use in an online learning environment. While…
ERIC Educational Resources Information Center
Hampel, Regina
2006-01-01
This article discusses a framework for the development of tasks in a synchronous online environment used for language learning and teaching. It shows how a theoretical approach based on second language acquisition (SLA) principles, sociocultural and constructivist theories, and concepts taken from research on multimodality and new literacies, can…
Expanding CTE Opportunities through Blended Learning
ERIC Educational Resources Information Center
McKinstry, Elizabeth
2012-01-01
The global economy, 21st century skills, knowledge society, college and career readiness, digital and project-based learning are all common terms to educators who are expanding their learning environments beyond the classroom to meet the needs of all students. It is common knowledge that the rapid technological advances of this century have…
Enabling Creative Learning Design through Semantic Technologies
ERIC Educational Resources Information Center
Charlton, Patricia; Magoulas, George; Laurillard, Diana
2012-01-01
The paper advocates an approach to learning design that considers it as creating digital artefacts that can be extended, modified and used for different purposes. This is realised through an "act becoming artefact" cycle, where users' actions in the authors' software environment, named Learning Designer, are automatically interpreted on…
Extending the ARIADNE Web-Based Learning Environment.
ERIC Educational Resources Information Center
Van Durm, Rafael; Duval, Erik; Verhoeven, Bart; Cardinaels, Kris; Olivie, Henk
One of the central notions of the ARIADNE learning platform is a share-and-reuse approach toward the development of digital course material. The ARIADNE infrastructure includes a distributed database called the Knowledge Pool System (KPS), which acts as a repository of pedagogical material, described with standardized IEEE LTSC Learning Object…
Looking Back--A Lesson Learned: From Videotape to Digital Media
ERIC Educational Resources Information Center
Lys, Franziska
2010-01-01
This paper chronicles the development of Drehort Neubrandenburg Online, an interactive, content-rich audiovisual language learning environment based on documentary film material shot on location in Neubrandenburg, Germany, in 1991 and 2002 and aimed at making language learning more interactive and more real. The paper starts with the description…
Developing Autonomous Learning for Oral Proficiency Using Digital Storytelling
ERIC Educational Resources Information Center
Kim, SoHee
2014-01-01
Since online educational technology can support a ubiquitous language learning environment, there are many ways to develop English learners' autonomy through self-access learning. This study investigates whether English as a second language (ESL) learners can improve their oral proficiency through independent study by using online self-study…
ERIC Educational Resources Information Center
Hwang, Gwo-Haur; Chu, Hui-Chun; Chen, Beyin; Cheng, Zheng Shan
2014-01-01
The rapid progress of wireless communication, sensing, and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. It can be viewed as a new learning style which has been called context-aware ubiquitous learning. Most context-aware ubiquitous learning…
Note-taking and Handouts in The Digital Age.
Stacy, Elizabeth Moore; Cain, Jeff
2015-09-25
Most educators consider note-taking a critical component of formal classroom learning. Advancements in technology such as tablet computers, mobile applications, and recorded lectures are altering classroom dynamics and affecting the way students compose and review class notes. These tools may improve a student's ability to take notes, but they also may hinder learning. In an era of dynamic technology developments, it is important for educators to routinely examine and evaluate influences on formal and informal learning environments. This paper discusses key background literature on student note-taking, identifies recent trends and potential implications of mobile technologies on classroom note-taking and student learning, and discusses future directions for note-taking in the context of digitally enabled lifelong learning.
Development of a Ubiquitous Learning Platform Based on a Real-Time Help-Seeking Mechanism
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Wu, Chih-Hsiang; Tseng, Judy C. R.; Huang, Iwen
2011-01-01
The popularity of mobile devices has encouraged the advance of ubiquitous learning, in which students are situated in a real-world learning environment with support from the digital world via the use of mobile, wireless communications, or even sensing technologies. Most of the ubiquitous learning systems are implemented with high-cost sensing…
Informal Learning on "YouTube": Exploring Digital Literacy in Independent Online Learning
ERIC Educational Resources Information Center
Tan, Elaine
2013-01-01
The focus of this paper is a project conducted in 2011, exploring the use of "YouTube" in the classroom. The project conducted a number of focus groups for which highlighted a number of issues surrounding independent informal learning environments. The questions posed by this research are concerned with what constitutes learning in these…
ERIC Educational Resources Information Center
Huang, Chung-Kai; Lin, Chun-Yu
2017-01-01
With the globalization of macro-economic environments, it is important to think about how to use instructional design and web-based digital technologies to enhance students' self-paced learning, stir up learning motivation and enjoyment, build up knowledge-sharing channels, and enhance individual learning. This study experimented with the flipped…
Information and Digital Literacies in a Kindergarten Classroom: An I-LEARN Case Study
ERIC Educational Resources Information Center
Tecce DeCarlo, Mary Jean; Grant, Allen; Lee, Vera J.; Neuman, Delia
2018-01-01
This case study, part of a larger qualitative research project, involved 24 kindergarteners and their teacher in the design, development, and evaluation of a research project built around the I-LEARN model (Neuman, "Learning in information-rich environments: I-LEARN and the construction of knowledge in the 21st Century." Springer, New…
Ecosystems in the Learning Environment
ERIC Educational Resources Information Center
Louviere, Gregory
2011-01-01
Habitats, ecology and evolution are a few of the many metaphors commonly associated with the domain of biological ecosystems. Surprisingly, these and other similar biological metaphors are proving to be equally associated with a phenomenon known as digital ecosystems. Digital ecosystems make a direct connection between biological properties and…
Gerjets, Peter; Walter, Carina; Rosenstiel, Wolfgang; Bogdan, Martin; Zander, Thorsten O.
2014-01-01
According to Cognitive Load Theory (CLT), one of the crucial factors for successful learning is the type and amount of working-memory load (WML) learners experience while studying instructional materials. Optimal learning conditions are characterized by providing challenges for learners without inducing cognitive over- or underload. Thus, presenting instruction in a way that WML is constantly held within an optimal range with regard to learners' working-memory capacity might be a good method to provide these optimal conditions. The current paper elaborates how digital learning environments, which achieve this goal can be developed by combining approaches from Cognitive Psychology, Neuroscience, and Computer Science. One of the biggest obstacles that needs to be overcome is the lack of an unobtrusive method of continuously assessing learners' WML in real-time. We propose to solve this problem by applying passive Brain-Computer Interface (BCI) approaches to realistic learning scenarios in digital environments. In this paper we discuss the methodological and theoretical prospects and pitfalls of this approach based on results from the literature and from our own research. We present a strategy on how several inherent challenges of applying BCIs to WML and learning can be met by refining the psychological constructs behind WML, by exploring their neural signatures, by using these insights for sophisticated task designs, and by optimizing algorithms for analyzing electroencephalography (EEG) data. Based on this strategy we applied machine-learning algorithms for cross-task classifications of different levels of WML to tasks that involve studying realistic instructional materials. We obtained very promising results that yield several recommendations for future work. PMID:25538544
Santos, Maria Isabel; Breda, Ana; Almeida, Ana Margarida
2015-08-01
There is clear evidence that in typically developing children reasoning and sense-making are essential in all mathematical learning and understanding processes. In children with autism spectrum disorders (ASD), however, these become much more significant, considering their importance to successful independent living. This paper presents a preliminary proposal of a digital environment, specifically targeted to promote the development of mathematical reasoning in students with ASD. Given the diversity of ASD, the prototyping of this environment requires the study of dynamic adaptation processes and the development of activities adjusted to each user's profile. We present the results obtained during the first phase of this ongoing research, describing a conceptual model of the proposed digital environment. Guidelines for future research are also discussed.
Telling Stories Digitally: An Experiment with Preschool Children
ERIC Educational Resources Information Center
Kocaman-Karoglu, Aslihan
2015-01-01
With the emergence of the new technologies, twenty-first-century learning involves the application of new media in educational environments. Digital storytelling (DST) is a method that blends traditional storytelling with new technologies. This study was designed to compare the conceptual understanding of preschool students in DST classrooms with…
ERIC Educational Resources Information Center
Selwyn, Neil
2011-01-01
Schools have long made use of digital technologies to support the co-ordination of management and administrative processes--not least "management information systems", "virtual learning environments" and other "institutional technologies". The last five years have seen the convergence of these technologies into…
ERIC Educational Resources Information Center
Connell, Michael W.; Johnston, Sam Catherine; Hall, Tracey E.; Stahl, William
2017-01-01
Within blended learning environments, the availability and analysis of student data has emerged as a central issue. For struggling students, data generated by digital learning systems present new opportunities to investigate critical success factors. In reality, many seemingly basic questions about persistence, progress, and performance of these…
Use of Web 2.0 Technologies to Enhance Learning Experiences in Alternative School Settings
ERIC Educational Resources Information Center
Karahan, Engin; Roehrig, Gillian
2016-01-01
As the learning paradigms are shifting to include various forms of digital technologies such as synchronous, asynchronous, and interactive methods, social networking technologies have been introduced to the educational settings in order to increase the quality of learning environments. The literature suggests that effective application of these…
Integrating a Learning Management System with a Student Assignments Digital Repository. A Case Study
ERIC Educational Resources Information Center
Díaz, Javier; Schiavoni, Alejandra; Osorio, María Alejandra; Amadeo, Ana Paola; Charnelli, María Emilia
2013-01-01
The integration of different platforms and information Systems in the academic environment is highly important and quite a challenge within the field of Information Technology. This integration allows for higher resource availability and improved interaction among intervening actors. In the field of e-Learning, where Learning Management Systems…
Autonomous Learning through Task-Based Instruction in Fully Online Language Courses
ERIC Educational Resources Information Center
Lee, Lina
2016-01-01
This study investigated the affordances for autonomous learning in a fully online learning environment involving the implementation of task-based instruction in conjunction with Web 2.0 technologies. To that end, four-skill-integrated tasks and digital tools were incorporated into the coursework. Data were collected using midterm reflections,…
ERIC Educational Resources Information Center
Hsu, Jenq-Muh; Chang, Ting-Wen; Yu, Pao-Ta
2012-01-01
The teaching and learning environment in a traditional classroom typically includes a projection screen, a projector, and a computer within a digital interactive table. Instructors may apply multimedia learning materials using various information communication technologies to increase interaction effects. However, a single screen only displays a…
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Wu, Po-Han; Ke, Hui-Ru
2011-01-01
Mobile and wireless communication technologies not only enable anytime and anywhere learning, but also provide the opportunity to develop learning environments that combine real-world and digital-world resources. Nevertheless, researchers have indicated that, without effective tools for helping students organize their observations in the field,…
Virtual Learning Environments on the Go: CALL Meets MALL
ERIC Educational Resources Information Center
Arús Hita, Jorge
2016-01-01
This paper presents "Eating out," a Moodle-based digital learning resource for English as a Foreign Language (EFL) teaching that can be run both on computers and mobile devices. It is argued that Mobile Assisted Language Learning (MALL) resources do not necessarily need to be specifically designed for such platforms. Rather, a carefully…
Note-taking and Handouts in The Digital Age
Stacy, Elizabeth Moore
2015-01-01
Most educators consider note-taking a critical component of formal classroom learning. Advancements in technology such as tablet computers, mobile applications, and recorded lectures are altering classroom dynamics and affecting the way students compose and review class notes. These tools may improve a student’s ability to take notes, but they also may hinder learning. In an era of dynamic technology developments, it is important for educators to routinely examine and evaluate influences on formal and informal learning environments. This paper discusses key background literature on student note-taking, identifies recent trends and potential implications of mobile technologies on classroom note-taking and student learning, and discusses future directions for note-taking in the context of digitally enabled lifelong learning. PMID:27168620
Virtual Learning Environment in Continuing Education for Nursing in Oncology: an Experimental Study.
das Graças Silva Matsubara, Maria; De Domenico, Edvane Birelo Lopes
2016-12-01
Nurses working in oncology require continuing education and nowadays distance education is a possibility. To compare learning outcomes of the professionals participating in classroom learning versus distance learning; describing the sociodemographic characteristics and digital fluency of participants; comparing learning outcomes with independent variables; assessing the adequacy of educational practices in Virtual Environment Moodle Learning through the constructivist online learning environment survey. An experimental, randomized controlled study; conducted at the A C Camargo Cancer Center, located in São Paulo, SP, Brazil. The study included 97 nurses, with average training of 1 to 2 years. A control group (n = 44) had face to face training and the experiment group (n = 53) had training by distance learning, both with identical program content. The dependent variable was the result of learning, measured by applying a pre-assessment questionnaire and post-intervention for both groups. The sociodemographic and digital fluency data were uniform among the groups. The performance of both groups was statistically significant (p 0.005), and the control group had a greater advantage (40.4 %). Distance education has proven to be an effective alternative for training nurses, especially when they have more complex knowledge, more experience in the area and institutional time. Distance Education may be a possibility for the training of nurses for work in oncology. The association of age, training time and the institution, and the experience in Oncology interfered in the performance of both groups.
Digital Games in Education: The Design of Games-Based Learning Environments
ERIC Educational Resources Information Center
Gros, Begona
2007-01-01
In recent years, electronic games have assumed an important place in the lives of children and adolescents. Children acquire digital literacy informally, through play, and neither schools nor other educational institutions take sufficient account of this important aspect. We consider that multimedia design for training and education should combine…
A Linguistic Approach to Identify the Affective Dimension Expressed in Textual Messages
ERIC Educational Resources Information Center
Rigo, Sandro José; da Rosa Alves, Isa Mara; Victória Barbosa, Jorge Luis
2015-01-01
The digital mediation resources used in Distance Education can hinder the teacher's perception about the student's state of mind. However, the textual expression in natural language is widely encouraged in most Distance Education courses, through the use of Virtual Learning Environments and other digital tools. This fact has motivated research…
Conceptions of Self and the Use of Digital Technologies in a Learning Environment
ERIC Educational Resources Information Center
Benson, D. E.; Mekolichick, Jeanne
2007-01-01
While research has identified various personality and demographic characteristics that appear to be associated with a variety of activities related to the use of digital technologies (e.g., Biner, Dean & Mellinger, 1994; Biner, Summers, Dean, Bink, Anderson & Gelder, 1996; Black, 1992; Clark, 1993; Figueroa, 1992), little is known about how…
Using Digital Learning Platforms to Extend the Flipped Classroom
ERIC Educational Resources Information Center
Balzotti, Jonathan M.; McCool, Lynn B.
2016-01-01
Although digital environments already play a vital role in the flipped classroom model, this research project shows that in university writing classrooms, innovative content design and delivery systems can extend the walls of the classroom to areas beyond, in which students transfer and connect course content with the professional world. In this…
ERIC Educational Resources Information Center
Cloonan, Anne; Hutchison, Kirsten; Paatsch, Louise
2014-01-01
In line with global trends, Australian educational policy emphatically recognises the need for contemporary learners to be digitally literate, with provision of "one-to-one" devices to individual learners in schools a major implementation strategy. However, without teacher commitment, the benefits of such investment in one-to-one…
Effects of Feedback in an Online Algebra Intervention
ERIC Educational Resources Information Center
Bokhove, Christian; Drijvers, Paul
2012-01-01
The design and arrangement of appropriate automatic feedback in digital learning environment is a widely recognized issue. In this article, we investigate the effect of feedback on the design and the results of a digital intervention for algebra. Three feedback principles guided the intervention: timing and fading, crises, and feedback variation.…
Digital Games in eLearning Environments: Current Uses and Emerging Trends
ERIC Educational Resources Information Center
Moreno-Ger, Pablo; Burgos, Daniel; Torrente, Javier
2009-01-01
The notion of using games in education is as old as games themselves. In addition, the massive market opened by the digital games industry has caused great interest regarding their specific potential in education. However, this interest is sometimes thwarted by the resistance of traditional educational settings toward technology-enhanced learning…
Virtual slide telepathology workstation of the future: lessons learned from teleradiology.
Krupinski, Elizabeth A
2009-08-01
The clinical reading environment for the 21st century pathologist looks very different than it did even a few short years ago. Glass slides are quickly being replaced by digital "virtual slides," and the traditional light microscope is being replaced by the computer display. There are numerous questions that arise however when deciding exactly what this new digital display viewing environment will be like. Choosing a workstation for daily use in the interpretation of digital pathology images can be a very daunting task. Radiology went digital nearly 20 years ago and faced many of the same challenges so there are lessons to be learned from these experiences. One major lesson is that there is no "one size fits all" workstation so users must consider a variety of factors when choosing a workstation. In this article, we summarize some of the potentially critical elements in a pathology workstation and the characteristics one should be aware of and look for in the selection of one. Issues pertaining to both hardware and software aspects of medical workstations will be reviewed particularly as they may impact the interpretation process.
Augmented Reality, the Future of Contextual Mobile Learning
ERIC Educational Resources Information Center
Sungkur, Roopesh Kevin; Panchoo, Akshay; Bhoyroo, Nitisha Kirtee
2016-01-01
Purpose: This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new…
Exploring the Digital Library: A Guide for Online Teaching and Learning
ERIC Educational Resources Information Center
Johnson, Kay; Magusin, Elaine
2005-01-01
This book, which is a volume in The Jossey-Bass Online Teaching and Learning series, addresses the key issue of library services for faculty and their students in the online learning environment. Written by librarians at Athabasca University, a leading institution in distance education, this book shows how faculty can effectively use digital…
A Context-Aware Knowledge Map to Support Ubiquitous Learning Activities for a u-Botanical Museum
ERIC Educational Resources Information Center
Wang, Shu-Lin; Chen, Chia-Chen; Zhang, Zhe George
2015-01-01
Recent developments in mobile and wireless communication technologies have played a vital role in building the u-learning environment that now combines both real-world and digital learning resources. However, learners still require assistance to control real objects and manage the abundance of available materials; otherwise, their mental workload…
The Impact of Game-Like Features on Learning from an Intelligent Tutoring System
ERIC Educational Resources Information Center
Millis, Keith; Forsyth, Carol; Wallace, Patricia; Graesser, Arthur C.; Timmins, Gary
2017-01-01
Prior research has shown that students learn from Intelligent Tutoring Systems (ITS). However, students' attention may drift or become disengaged with the task over extended amounts of instruction. To remedy this problem, researchers have examined the impact of game-like features (e.g., a narrative) in digital learning environments on motivation…
ERIC Educational Resources Information Center
Jacobsen, Michele; Clifford, Pat; Friesen, Sharon
The Galileo Educational Network is an innovative educational reform initiative that brings learning to learners. Expert teachers work alongside teachers and students in schools to create new images of engaged learning, technology integration and professional development. This case study is based on the nine schools involved with Galileo in…
Teaching with a Dual-Channel Classroom Feedback System in the Digital Classroom Environment
ERIC Educational Resources Information Center
Yu, Yuan-Chih
2017-01-01
Teaching with a classroom feedback system can benefit both teaching and learning practices of interactivity. In this paper, we propose a dual-channel classroom feedback system integrated with a back-end e-Learning system. The system consists of learning agents running on the students' computers and a teaching agent running on the instructor's…
Digital Learning and Teaching: Evaluation of Developments for Students in Higher Education.
ERIC Educational Resources Information Center
McClelland, Bob
2001-01-01
Focuses on an undergraduate module which served to provide a rationale for a web-based teaching, learning, and a support environment for academic staff and students. Explores module/program support development possibilities on the web from academic, quality, and commercial perspectives as well as the cybernetic and evolutionary nature of learning.…
ERIC Educational Resources Information Center
Yang, Jie Chi; Quadir, Benazir; Chen, Nian-Shing
2016-01-01
A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of…
A Framework for Designing Collaborative Learning Environments Using Mobile AR
ERIC Educational Resources Information Center
Cochrane, Thomas; Narayan, Vickel; Antonczak, Laurent
2016-01-01
Smartphones provide a powerful platform for augmented reality (AR). Using a smartphone's camera together with the built in GPS, compass, gyroscope, and touch screen enables the real world environment to be overlaid with contextual digital information. The creation of mobile AR environments is relatively simple, with the development of mobile AR…
Digital Soil Mapping - A platform for enhancing soil learning
NASA Astrophysics Data System (ADS)
Owens, Phillip; Libohova, Zamir; Monger, Curtis; Lindbo, David; Schmidt, Axel
2017-04-01
The expansion of digital infrastructure and tools has generated massive data and information as well as a need for reliable processing and accurate interpretations. Digital Soil Mapping is no exception in that it has provided opportunities for professionals and the public to interact at field and training/workshop levels in order to better understand soils and their benefits. USDA-NRCS National Cooperative Soil Survey regularly conducts training and workshops for soil scientists and other professionals in the US and internationally. A combination of field experiences with workshops conducted in a class environment offers ideal conditions for enhancing soil learning experiences. Examples from US, Haiti and Central America show that Digital Soil Mapping (DSM) tools are very effective for understanding and visualizing soils and their functioning at different scales.
Literacy Enrichment and Technology Integration in Pre-Service Teacher Education
ERIC Educational Resources Information Center
Keengwe, Jared, Ed.; Onchwari, Grace, Ed.; Hucks, Darrell, Ed.
2014-01-01
With the emergence of innovative technologies, the digital nature of learning environments has changed the face of education. The integration of these technologies into classroom instruction is essential for promoting student learning. "Literacy Enrichment and Technology Integration in Pre-Service Teacher Education" examines the various…
Automating Expertise in Collaborative Learning Environments
ERIC Educational Resources Information Center
LaVoie, Noelle; Streeter, Lynn; Lochbaum, Karen; Wroblewski, David; Boyce, Lisa; Krupnick, Charles; Psotka, Joseph
2010-01-01
We have developed a set of tools for improving online collaborative learning including an automated expert that monitors and moderates discussions, and additional tools to evaluate contributions, semantically search all posted comments, access a library of hundreds of digital books and provide reports to instructors. The technology behind these…
Authentic Game-Based Learning and Teachers' Dilemmas in Reconstructing Professional Practice
ERIC Educational Resources Information Center
Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan
2015-01-01
Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…
ERIC Educational Resources Information Center
Harris, Genell Hooper
2010-01-01
How can teachers make learning exciting for students who are immersed in the digital age of television, interactive computers, video games, and Internet entertainment? To meet this challenge, teachers continually look for ways to motivate and involve their students. One option for bridging the gap between traditional learning environments and the…
NASA Astrophysics Data System (ADS)
Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.
2015-08-01
This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.
An ocean gazetteer for education and research
NASA Astrophysics Data System (ADS)
Delaney, R.; Staudigel, D.; Staudigel, H.
2003-04-01
Global travel, economy, and news coverage often challenge the student's and teacher's knowledge of the geography of the seas. The International Hydrographic Organization (IHO) has published a description of all the major seas making up earth's oceans, but there is currently no electronic tool that identifies them on a digital map. During an internship at Scripps Institution of Oceanography, we transferred the printed visual description of the seas from IHO publication 23 into a digital format. This digital map was turned into a (Flash) web application that allows a user to identify any of the IHO seas on a world map, simply by moving the computer cursor over it. In our presentation, we will describe the path taken to produce this web application and the learning process involved in this path during our internship at Scripps. The main steps in this process included the digitization of the official IHO maps, the transfer of this information onto a modern digital map by Smith and Sandwell. Adjustments were necessary due to the fact that many of the landmasses were placed incorrectly on a lat/long grid, off by as much as 100km. Boundaries between seas were often misrepresented by the IHO as straight lines on a Mercator projection. Once the digitization of the seas was completed we used the 2d animation environment Flash and we produced an interactive map environment that allows any teacher or student of ocean geography to identify an ocean by name and location. Aside from learning about the geography of the oceans, we were introduced to the use of digitizers, we learned to make maps using Generic Mapping Tools (GMT) and digital global bathymetry data sets, and we learned about map projections. We studied Flash to produce an interactive map of the oceans that displays bathymetry and topography, highlighting any particular sea the cursor moves across. The name of the selected sea in our Flash application appears in a textbox on the bottom of the map. The result of this project can be found at http://earthref.org/PACER/beta/IH023seas.
ERIC Educational Resources Information Center
Sink, David W.; Jackson, Karen Luke; Boham, Kenneth A.; Shockley, David
2004-01-01
Community college presidents face an uphill struggle in preparing their institutions for the rapidly changing technological learning environment. Visionary presidents in rural community colleges are presented with yet another challenge: that of finding themselves on the wrong side of the digital divide. This article describes how presidents of 12…
Digital Storytelling: A Powerful Technology Tool for the 21st Century Classroom
ERIC Educational Resources Information Center
Robin, Bernard R.
2008-01-01
Digital storytelling has emerged over the last few years as a powerful teaching and learning tool that engages both teachers and their students. However, until recently, little attention has been paid to a theoretical framework that could be employed to increase the effectiveness of technology as a tool in a classroom environment. A discussion of…
Holding the World in Your Hand: Creating a Mobile Language Learning Environment
ERIC Educational Resources Information Center
Gilgen, Read
2005-01-01
Three years ago, the language lab at the University of Wisconsin-Madison encountered the same challenge many campuses face. Older analog technologies were getting harder--in some cases impossible--to maintain, thus making the move to digital technologies a necessity. A typical solution would have been to digitize existing materials and substitute…
The Effects of Blogging on Reading Engagement in the Upper Elementary Grades
ERIC Educational Resources Information Center
Ray, Holly Wilson
2013-01-01
With children growing up as digital natives, they have become accustomed to a fast paced, multitasking environment. In this digital landscape, children's brains learn in a parallel format, with instant information, as opposed to the traditional linear format with one skill being introduced at a time. Today's education methods used to…
Innovative Leadership: Insights from a Learning Technologist
ERIC Educational Resources Information Center
Campbell, Bruce
2012-01-01
Professor Ricardo Torres Kompen is a leading proponent for, and researcher in, personal learning environments (PLEs). During his interview, Torres Kompen clarified his research on PLEs, particularly the digital toolbox within PLEs. He elaborated on experiences with implementing PLE initiatives, personal insights on using social media and Web 2.0…
The Effects of Concordance-Based Electronic Glosses on L2 Vocabulary Learning
ERIC Educational Resources Information Center
Lee, Hansol; Warschauer, Mark; Lee, Jang Ho
2017-01-01
The present study investigates the effects of two different vocabulary learning conditions in digital reading environments equipped with electronic textual glossing. The first condition presents the concordance lines of a target lexical item, thereby making learners infer its meaning by reading the referenced sentences. The second condition…
An Approach to Learning by Construction
ERIC Educational Resources Information Center
Bagarukayo, Emily; Weide, Theo; Meijden, Henny
2012-01-01
This paper proposes an innovative idea for providing affordable, sustainable, and meaningful education for students in Least Developed Countries (LDCs). The authors show how a Digital Learning Environment (DLE) can play a central role in community development. The authors develop and validate an approach for introduction of an ICT education…
Perceptual Factors and Learning in Digital Environments
ERIC Educational Resources Information Center
Paek, Seungoh; Hoffman, Daniel L.; Black, John B.
2016-01-01
The purpose of this study was to examine if student understanding of new material could be promoted by manipulating the perceptual factors experienced at the time of learning. It was hypothesized that the thematic relevance of perceptual factors would be a significant contributor to learner understanding. To test this hypothesis, one hundred…
Developing Adaptable Online Information Literacy Modules for a Learning Management System
ERIC Educational Resources Information Center
Mune, Christina; Goldman, Crystal; Higgins, Silke; Eby, Laurel; Chan, Emily K.; Crotty, Linda
2015-01-01
Higher education institutions increasingly utilize learning management systems (LMS) to teach courses and programs in hybrid or online-only formats. Providing information literacy instruction in these emerging digital environments poses challenges to librarians as the delivery of instruction requires familiarity with navigating an LMS and…
Peer-Mediated Reading and Writing in a Digital, Multimodal Environment
ERIC Educational Resources Information Center
Fitzgerald, Miranda S.; Palincsar, Annemarie Sullivan
2017-01-01
The goals for engaging students in peer learning range from positioning students as knowledgeable others to promoting social-emotional learning goals to providing contexts in which students can articulate and compare their thinking to supporting opportunities to cogenerate solutions to complex problems. There are a number of complexities…
Citation Indexing and Threshold Concepts: An Essential Ah-Ha in Student Learning
ERIC Educational Resources Information Center
McLaughlin, Jeremy L.; Tucker, Virginia M.
2017-01-01
Understanding information organization is a key component to navigating digital library environments as an information professional. While traditionally thought of within the areas of assessment and evaluation, citation indexing is another form of organization and navigation, and learning about it can transform one's knowledge of the information…
ERIC Educational Resources Information Center
McLeod, Scott
2015-01-01
Digital learning tools are increasingly prevalent in classrooms, yet too often technology integration efforts by educators replicate rather than transform traditional instructional practices. Opportunities to take advantage of the new affordances that technologies bring to the learning environment thus become forfeit. Administrators' use of a…
Digital Literacy and Informal Learning Environments: An Introduction
ERIC Educational Resources Information Center
Meyers, Eric M.; Erickson, Ingrid; Small, Ruth V.
2013-01-01
New technologies and developments in media are transforming the way that individuals, groups and societies communicate, learn, work and govern. This new socio-technical reality requires participants to possess not only skills and abilities related to the use of technological tools, but also knowledge regarding the norms and practices of…
New Means and New Meanings for Multicultural Education in a Global-Italian Context
ERIC Educational Resources Information Center
Barzanò, Giovanna; Cortiana, Paola; Jamison, Ian; Lissoni, Maria; Raffio, Lorenzo
2017-01-01
In today's multicultural world, digital tools may become a powerful means to building a culture of dialogue that supports "culturally responsive" teaching within imaginative multicultural learning environments. Students can develop global competencies, learning more about others' and their own culture as part of their personal…
Teaching and Learning in the Mixed-Reality Science Classroom
ERIC Educational Resources Information Center
Tolentino, Lisa; Birchfield, David; Megowan-Romanowicz, Colleen; Johnson-Glenberg, Mina C.; Kelliher, Aisling; Martinez, Christopher
2009-01-01
As emerging technologies become increasingly inexpensive and robust, there is an exciting opportunity to move beyond general purpose computing platforms to realize a new generation of K-12 technology-based learning environments. Mixed-reality technologies integrate real world components with interactive digital media to offer new potential to…
Expanding Learning Opportunities with Transmedia Practices: "Inanimate Alice" as an Exemplar
ERIC Educational Resources Information Center
Fleming, Laura
2013-01-01
The proliferation of digital and networking technologies enables us to rethink, restructure, and redefine teaching and learning. Transmedia storytelling takes advantage of the rapid convergence of media and allows teachers and learners to participate in rich virtual (and physical) environments that have been shown to foster students' real…
Constructing an Affective Tutoring System for Designing Course Learning and Evaluation
ERIC Educational Resources Information Center
Wang, Cheng-Hung; Lin, Hao-Chiang Koong
2018-01-01
Computers and the Internet are indispensable in modern life. Increasingly useful digital environments and technological developments have reshaped models of knowledge acquisition. Studies on the development of online learning have yielded valuable insights. In the design of online teaching systems that can replicate face-to-face teaching,…
Challenges for Collaborative Blended Learning in Undergraduate Students
ERIC Educational Resources Information Center
Monteiro, Elisa; Morrison, Keith
2014-01-01
This study reports a quasi-experiment in collaborative blended learning (CBL) with undergraduate students who, despite being in a world-leading, enriched digital environment, were new to collaboration and CBL. The mixed-methods research found that only small improvements to students' CBL took place over time, and explanations for this are…
ERIC Educational Resources Information Center
Mabila, Jabulisiwe; Gelderblom, Helene; Ssemugabi, Samuel
2014-01-01
The internet gives individuals access to learning through online technologies. The prolific use of Learning Management Systems (LMSs) in higher education institutions makes Information and Communication Technology (ICT) skills or e-skills very important. ICT skill levels have been positively related to students' effectiveness and efficiency in…
ERIC Educational Resources Information Center
Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet
2012-01-01
This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where…
ERIC Educational Resources Information Center
Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A.
2009-01-01
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
ERIC Educational Resources Information Center
Figaredo, Daniel Domínguez; Miravalles, Paz Trillo
2014-01-01
As a result of the increasing use of mobile devices in education, new approaches to define the learning competences in the field of digitally mediated learning have emerged. This paper examines these approaches, using data obtained from empirical research with a group of Spanish university students. The analysis is focused on the experiences of…
Affinity Spaces: How Young People Live and Learn on Line and out of School
ERIC Educational Resources Information Center
Gee, James Paul
2018-01-01
In the digital age, young people's most powerful learning opportunities often occur online, in experiences and environments created by people working outside of the K-12 school system. In a sense, the internet has given new life to an older, less formal approach to education, in which individuals seek out and learn from others who share their…
Creating a virtual community of learning predicated on medical student learning styles.
McGowan, Julie; Abrams, Matthew; Frank, Mark; Bangert, Michael
2003-01-01
To create a virtual community of learning within the Indiana University School of Medicine, learning tools were developed within ANGEL to meet the learning needs and habits of the medical students. Determined by student feedback, the integration of digital audio recordings of class lectures into the course management content with several possible outputs was paramount. The other components included electronic enhancement of old exams and providing case-based tutorials within the ANGEL framework. Students are using the curriculum management system more. Faculty feel more secure about their intellectual property because of the authentication and security offered through the ANGEL system. The technology applications were comparatively easy to create and manage. The return on investment, particularly for the digital audio recording component, has been substantial. By considering student learning styles, extant curriculum management systems can be enhanced to facilitate student learning within an electronic environment.
Warren, Steven F; Gilkerson, Jill; Richards, Jeffrey A; Oller, D Kimbrough; Xu, Dongxin; Yapanel, Umit; Gray, Sharmistha
2010-05-01
The study compared the vocal production and language learning environments of 26 young children with autism spectrum disorder (ASD) to 78 typically developing children using measures derived from automated vocal analysis. A digital language processor and audio-processing algorithms measured the amount of adult words to children and the amount of vocalizations they produced during 12-h recording periods in their natural environments. The results indicated significant differences between typically developing children and children with ASD in the characteristics of conversations, the number of conversational turns, and in child vocalizations that correlated with parent measures of various child characteristics. Automated measurement of the language learning environment of young children with ASD reveals important differences from the environments experienced by typically developing children.
Diaz-Orueta, Unai; Facal, David; Nap, Henk Herman; Ranga, Myrto-Maria
2012-04-01
Learning digital games can influence both older adults' health condition and their capacity to carry on activities in their actual environment. The goal of the current study was to explore and define the user requirements for developing digital learning games for older Europeans, focusing on types of learning games, motivational and social aspects, and preferences on game controllers. For this initial stage, a qualitative focus group study was performed in three participating countries (Spain, The Netherlands, and Greece) where both games existing in the market and others developed in other European Commission projects like HERMES were presented to them, both on video presentations and also with the possibility to actually test some of them. Challenge, socialization, fun, providing learning opportunities, and escape from daily routine were extracted as the main keys why older people would be interested in playing digital games. Users described themselves as active and participating in many leisure activities, and this level of activity appeared to be related with the contents proposed for digital games, such as physical activity, culture, arts, and other human sciences (history, geography, traveling, foreign languages, music), and daily life skills (cooking, computer use, first aid). The knowledge gathered from the focus groups will be used as input for the design of a learning game that will be largely compatible with the needs and abilities of a wide range of older Europeans.
Ammann, Alexander
2016-01-01
"Digitality" (as opposed to "digitalization"--the conversion from the analog domain to the digital domain) will open up a whole new world that does not originate from the analog world. Contemporary research in the field of neural concepts and neuromorphic computing systems will lead to convergences between the world of digitality and the world of neuronality, giving the theme "Knowledge and Culture" a new meaning. The simulation of virtual multidimensional and contextual spaces will transform the transfer of knowledge from a uni- and bidirectional process into an interactive experience. We will learn to learn in a ubiquitous computing environment and will abandon conventional curriculum organization principles. The adaptation of individualized ontologies will result in the emergence of a new world of knowledge in which knowledge evolves from a cultural heritage into a commodity.
D.E.E.P. Learning: Promoting Informal STEM Learning through a Popular Gaming Platform
NASA Astrophysics Data System (ADS)
Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.
2011-12-01
The research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind efforts for games created for the purpose of entertainment. But evidence suggests that digital simulations and games have the "potential to advance multiple science learning goals, including motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning." (NRC, 2011). It is also generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). Video games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, making them a potentially valuable tool for Science, Technology, Engineering and Mathematics (STEM) learning among the diverse audiences associated with informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). We are attempting to capitalize on this potential by developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit. The games, collectively known as Deep-sea Extreme Environment Pilot (D.E.E.P.), engage ISEI visitors in the exploration and understanding of the otherwise remote deep-sea environment. Players assume the role of piloting a remotely-operated vehicle (ROV) to explore ocean observing systems and hydrothermal vent environments, and are challenged to complete science-based objectives in order to earn points under timed conditions. The current games are intended to be relatively brief visitor experiences (on the order of several minutes) that support complementary exhibits and programming, and promote interactive visitor experiences. In addition to creating a unique educational product, our efforts are intended to inform the broader understanding of the key elements of a successful STEM-based game experience at an ISEI. Which characteristics of the ISEI environment (e.g., age and cultural diversity, limited time of engagement) are conducive or inhibitive to learning via digital gaming? Which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment? We will share our progress and assessment results to date, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy at ISEIs.
The development of learning material using learning goal orientation approach in digital electronics
NASA Astrophysics Data System (ADS)
Puspitaningayu, P.; Anifah, L.; Kholis, N.
2018-01-01
Mastery of digital electronics principles is essential for future engineers in the digital era. This article describes the use of simulations in an undergraduate electrical engineering course to promote the adoption of a learning-goal orientation. This study used experimental method. This was done by providing students with a simulation environment which students freely use to experiment with various circuit models. Students were then invited to reflect on how the simulation results compare with results from lab experiments. The module got 82% of positive rating from 28 students and all of them passed in the examination with 81.8 as the average score. Those majority students were motivated by the combination of two learning goals written in the module. Moreover, they also gain the ability to design more complex systems because of their combined experience. Additionally, the module also has been validated and got 83% of reliability. The final product of this research hereafter can be recommended to be used as teaching material.
Examination the Digital Competence of Teacher Candidates in Terms of Different Variables
ERIC Educational Resources Information Center
Korucu, Agâh Tugrul; Yücel, Ahmet; Gündogdu, Mustafa M.; Gençtürk, Tarik
2015-01-01
It has been essential to make use of technology in education as a result of the improvements in information and communication technology in the 21st century. Teachers, who are the organizers and the developers of learning environments, need to have a high level of consciousness with regard to digital competence. Thus, students can acquire digital…
ERIC Educational Resources Information Center
Engin, Marion
2014-01-01
This paper describes a project that aimed to leverage the students' interest and experience of technology and multimodal environments to develop their academic writing skills and second language learning. Students were expected to follow a model, research a topic, and craft a digital video tutorial on an aspect of academic writing which would form…
Cell Phones for Low-Resource Environments
ERIC Educational Resources Information Center
Chiverton, Scott
2017-01-01
Those of us in North America, Europe, many parts of Central and South America, and eastern Asia live in a digital world, and there has been ongoing debate about technology and learning. In other parts of the world, such as the African continent and much of central and south central Asia, there is evidence of a digital invasion, but it is still not…
ERIC Educational Resources Information Center
Chauncey, Sarah A.
2012-01-01
The ability to interact with peers and coworkers in online digital networks is essential in learning and business environments. Our digital participatory culture is based on communication in response to purposeful activity and is facilitated by information and communication technologies (ICT). Students with emotional, behavioral, and learning…
The Effect of the Digital Classroom on Academic Success and Online Technologies Self-Efficacy
ERIC Educational Resources Information Center
Ozerbas, Mehmet Arif; Erdogan, Bilge Has
2016-01-01
This study aimed to observe whether the learning environment created by digital classroom technologies has any effect on the academic success and online technologies self-efficacy of 7th grade students. In this study, an experimental design with a pre-test/post-test control group was used. The research was conducted with 58 students in a secondary…
Virtual slide telepathology workstation of the future: lessons learned from teleradiology☆
Krupinski, Elizabeth A.
2013-01-01
Summary The clinical reading environment for the 21st century pathologist looks very different than it did even a few short years ago. Glass slides are quickly being replaced by digital “virtual slides,” and the traditional light microscope is being replaced by the computer display. There are numerous questions that arise however when deciding exactly what this new digital display viewing environment will be like. Choosing a workstation for daily use in the interpretation of digital pathology images can be a very daunting task. Radiology went digital nearly 20 years ago and faced many of the same challenges so there are lessons to be learned from these experiences. One major lesson is that there is no “one size fits all” workstation so users must consider a variety of factors when choosing a workstation. In this article, we summarize some of the potentially critical elements in a pathology workstation and the characteristics one should be aware of and look for in the selection of one. Issues pertaining to both hardware and software aspects of medical workstations will be reviewed particularly as they may impact the interpretation process. PMID:19552939
ERIC Educational Resources Information Center
Iqbal, Ahmer
2012-01-01
The following paper examines the results of a research study in which a virtual world, Quest Atlantis (QA), was used to engage students in exploratory learning to teach about water quality issues. The main aim of the research was to find out how new digital learning environments and educational technology, such as virtual worlds, can be introduced…
ERIC Educational Resources Information Center
Sandy, Marie G.; Franco, Zeno E.
2014-01-01
A sense of place has been an integral part of service-learning since the field's inception; it describes one's attachment to a particular geographic place and is often a precursor to engaging in action to care for localities and their inhabitants. But practicing service-learning in online environments requires reconsidering this core value. Should…
ERIC Educational Resources Information Center
Rosen, Yigal; Beck-Hill, Dawne
2012-01-01
This study provides a comprehensive look at a constructivist one-to-one computing program's effects on teaching and learning practices as well as student learning achievements. The study participants were 476 fourth and fifth grade students and their teachers from four elementary schools from a school district in the Dallas, Texas, area. Findings…
ERIC Educational Resources Information Center
Okada, Alexandra; Serra, Antonio Roberto Coelho; Ribeiro, Silvar Ferreira; da Conceição Pinto, Sônia Maria
2015-01-01
This paper presents a qualitative investigation on key skills for co-learning and co-inquiry in the digital age. The method applied was cyber-ethnography with asynchronous observation (forum and wiki) and synchronous discussions (webconference) for analysing skills developed by a co-learning community. This study focuses on participants from…
ERIC Educational Resources Information Center
Pappamihiel, N. Eleni; Knight, Jennifer Hatch
2016-01-01
Second language learners face countless obstacles in the classroom, including communication and comprehension limitations and difficulty building relationships with peers. Many teachers struggle to build an inclusive classroom environment and ensure all students, especially those with linguistic and other learning disadvantages, are learning. This…
Sustainability in CALL Learning Environments: A Systemic Functional Grammar Approach
ERIC Educational Resources Information Center
McDonald, Peter
2014-01-01
This research aims to define a sustainable resource in Computer-Assisted Language Learning (CALL). In order for a CALL resource to be sustainable it must work within existing educational curricula. This feature is a necessary prerequisite of sustainability because, despite the potential for educational change that digitalization has offered since…
ERIC Educational Resources Information Center
Vellucci, Sherry L.; Hsieh-Yee, Ingrid; Moen, William E.
2007-01-01
The networked environment forced a sea change in Library and Information Science (LIS) education. Most LIS programs offer a mixed-mode of instruction that integrates online learning materials with more traditional classroom pedagogical methods and faculty are now responsible for developing content and digital learning objects. The teaching commons…
Electronic Learning. Art: The 4th "R."
ERIC Educational Resources Information Center
Ohler, Jason
2001-01-01
With the Internet revolution in education, students are learning to think as designers and artists. The language of art must become the fourth "R," and students must become literate in this environment. The paper discusses art and the digital age and what teachers can do (rename art, hire more art teachers, and increase fourth-R literacy…
Private Capital and Public Education: Toward Quality at Scale. Working Paper 2009-02
ERIC Educational Resources Information Center
Vander Ark, Tom
2009-01-01
In this paper, the author sketches a vision depicting some of the ways in which technology could revolutionize the traditional school environment--with static, printed texts replaced by adaptive, digital learning and virtual learning communities supplementing seat time. He argues that any such transformation, however, is dependent upon investment…
Designing a Programmatic Digital Learning Environment: Lessons from Prototyping
ERIC Educational Resources Information Center
Gal, Diane; Lewis, Mark
2018-01-01
Promoted as a way to enhance learning and improve efficiencies, the steady rise of technology adoption across higher education has created both new opportunities and new challenges. Borrowing principles of design thinking and related user- or learner-centered design practices, this descriptive case study offers an example of how institutions of…
Evaluating a Team-Based Learning Method for Detecting Dental Caries in Dental Students
ERIC Educational Resources Information Center
Park, Sang E.; Kim, Junhyck; Anderson, Nina
2014-01-01
The purpose of the study was to investigate whether the team-based learning environment facilitated the competency of third year dental students in caries detection and activity assessment. Corresponding data were achieved using digital radiographs to determine the carious lesions in three clinical cases. The distribution of the caries evaluations…
Sustainability Learning through Gaming: An Exploratory Study
ERIC Educational Resources Information Center
Fabricatore, Carlo; Lopez, Ximena
2012-01-01
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Perceptions of Online Learning Spaces and Their Incorporation in Mathematics Teacher Education
ERIC Educational Resources Information Center
Moore-Russo, Deborah; Wilsey, Jillian; Grabowski, Jeremiah; Bampton, Tina M.
2015-01-01
While digital environments can offer convenient, viable options for preservice and inservice teachers to engage in or continue their studies, little is known about teachers' experiences with and perceptions of various existing online learning spaces. This paper describes an initial investigation using data from a group of preservice and in-service…
Big Ideas at the Center for Innovation in Education at Thomas College
ERIC Educational Resources Information Center
Prawat, Ted
2016-01-01
Schools and teachers are looking for innovative ways to teach the "big ideas" emerging in the core curricula, especially in STEAM fields (science technology, engineering, arts and math). As a result, learning environments that support digital learning and educational technology on various platforms and devices are taking on…
Mobile Devices for Learning: What You Need to Know
ERIC Educational Resources Information Center
Robledo, S. Jhoanna
2012-01-01
The Common Core State Standards call for students to develop digital media and technology skills. One way to help them reach that goal: incorporate gadgets they're already familiar with--cell phones, tablets, and smartphones--into their learning environment. Mobile devices are becoming essential to students' daily lives. According to a 2011 Pew…
Using Augmented Reality and Knowledge-Building Scaffolds to Improve Learning in a Science Museum
ERIC Educational Resources Information Center
Yoon, Susan A.; Elinich, Karen; Wang, Joyce; Steinmeier, Christopher; Tucker, Sean
2012-01-01
Although learning science in informal non-school environments has shown great promise in terms of increasing interest and engagement, few studies have systematically investigated and produced evidence of improved conceptual knowledge and cognitive skills. Furthermore, little is known about how digital technologies that are increasingly being used…
Images in Language: Metaphors and Metamorphoses. Visual Learning. Volume 1
ERIC Educational Resources Information Center
Benedek, Andras, Ed.; Nyiri, Kristof, Ed.
2011-01-01
Learning and teaching are faced with radically new challenges in today's rapidly changing world and its deeply transformed communicational environment. We are living in an era of images. Contemporary visual technology--film, video, interactive digital media--is promoting but also demanding a new approach to education: the age of visual learning…
A Platform Independent Game Technology Model for Model Driven Serious Games Development
ERIC Educational Resources Information Center
Tang, Stephen; Hanneghan, Martin; Carter, Christopher
2013-01-01
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
Affectibility in Educational Technologies: A Socio-Technical Perspective for Design
ERIC Educational Resources Information Center
Hayashi, Elaine C. S.; Baranauskas, M. Cecilia C.
2013-01-01
Digital artifacts have the potential for augmenting the interest of students and the quality of learning environments. However, it is still common to find technology being inserted in learning settings without a closer connection to the learners' contemporary world. In this paper we report on results of a qualitative research conducted to address…
Assessment and Learning of Qualitative Physics in Newton's Playground
ERIC Educational Resources Information Center
Shute, Valerie J.; Ventura, Matthew; Kim, Yoon Jeon
2013-01-01
Digital games are very popular in modern culture. The authors are examining ways to leverage these engaging environments to assess and support student competencies. The authors examine gameplay and learning using a physics game they developed called Newton's Playground. The sample consisted of 167 eighth- and ninth-grade students who played…
Promoting Creativity in the Kitchen: Digital Lessons from the Learning Environment
ERIC Educational Resources Information Center
Surgenor, Dawn; McMahon-Beattie, Una S. M.; Burns, Amy; Hollywood, Lynsey E.
2016-01-01
Creativity and learning are heightened when individuals are exposed to problem-solving activity (Y. Cho, Chung, Choi, Sea, & Baek, 2013); however, while creativity has historically been promoted in schools, educationalists experience difficulty in integrating it meaningfully to the curriculum (Y. Cho et al., 2013). This is relevant in terms of…
ERIC Educational Resources Information Center
Huscroft-D'Angelo, Jacqueline; Higgins, Kristina N.; Crawford, Lindy L.
2014-01-01
Proficiency in mathematics, including mathematical reasoning skills, requires students to communicate their mathematical thinking. Mathematical reasoning involves making sense of mathematical concepts in a logical way to form conclusions or judgments, and is often underdeveloped in students with learning disabilities. Technology-based environments…
ERIC Educational Resources Information Center
Neo, Mai; Neo, Ken Tse-Kian; Lim, Sally Thian-Li
2013-01-01
Classrooms today have received a significant overhaul with the inclusion of ICT and new learning pedagogies. Advancements in computing and multimedia technologies in education have resulted in an emerging breed of technologically proficient learners. Today's students are "digital natives" and very influenced by current digital…
An Evolving Methodology for Managing Multimedia Courseware Production
ERIC Educational Resources Information Center
Giller, Susan; Barker, Philip
2006-01-01
It is often claimed that techniques such as "multimedia" and the use of blended learning environments can be used to achieve powerful interactive pedagogies. Indeed, the advent of easy-to-use multimedia technologies has meant that a plethora of digital learning products is now becoming available. Despite the relative ease-of-use of these new…
Teaching medical humanities in the digital world: affordances of technology-enhanced learning.
Kemp, Sandra Joy; Day, Giskin
2014-12-01
Medical humanities courses are typically taught in face-to-face teaching environments, but now medical humanities educators, alongside educators from other disciplines, are facing shifts in higher education towards online (and sometimes open) courses. For the medical humanities educator, there is limited guidance regarding how technology-enhanced learning design can support the learning outcomes associated with medical humanities. This article aims to provide useful direction for such educators on how digital technologies can be used through learner-focused pedagogies. Specific examples are provided as to how the affordances of Web 2.0 and other tools can be realised in innovative ways to help achieve skills development within the medical humanities. The guidance, alongside the practical suggestions for implementation, can provide important conceptual background for medical humanities educators who wish to embrace technology-enhanced learning, and reconceptualise or redesign medical humanities for an online or blended teaching environment. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
A digital protection system incorporating knowledge based learning
NASA Astrophysics Data System (ADS)
Watson, Karan; Russell, B. Don; McCall, Kurt
A digital system architecture used to diagnoses the operating state and health of electric distribution lines and to generate actions for line protection is presented. The architecture is described functionally and to a limited extent at the hardware level. This architecture incorporates multiple analysis and fault-detection techniques utilizing a variety of parameters. In addition, a knowledge-based decision maker, a long-term memory retention and recall scheme, and a learning environment are described. Preliminary laboratory implementations of the system elements have been completed. Enhanced protection for electric distribution feeders is provided by this system. Advantages of the system are enumerated.
Neuromorphic Learning From Noisy Data
NASA Technical Reports Server (NTRS)
Merrill, Walter C.; Troudet, Terry
1993-01-01
Two reports present numerical study of performance of feedforward neural network trained by back-propagation algorithm in learning continuous-valued mappings from data corrupted by noise. Two types of noise considered: plant noise which affects dynamics of controlled process and data-processing noise, which occurs during analog processing and digital sampling of signals. Study performed with view toward use of neural networks as neurocontrollers to substitute for, or enhance, performances of human experts in controlling mechanical devices in presence of sensor and actuator noise and to enhance performances of more-conventional digital feedback electronic process controllers in noisy environments.
Online professional development for digitally differentiated nurses: An action research perspective.
Green, J K; Huntington, A D
2017-01-01
Professional development opportunities for nurses are increasingly being offered in the online environment and therefore it is imperative that learning designers, nurse educators and healthcare organisations consider how best to support staff to enable Registered Nurses to capitalise on the resources available. Research participants explored educational strategies to support digitally differentiated nurses' engagement with professional development activities in an online environment through a participatory action research project that collected data over a 16 month period through six focus groups before being analysed thematically. The reality of work-based, e-learning while managing clinical workloads can be problematic however specific measures, such as having a quiet space and computer away from the clinical floor, access to professional development resources from anywhere and at any time, can be effective. A 'one-size-fits-all' approach to resources offered will not meet the needs of diverse staffing groups whereas heutagogical learning offers tangible benefits to Registered Nurses seeking professional development opportunities in this context. Apparent proficiency with technological skills may not reflect a Registered Nurse's actual ability in this environment and face-to-face support offered regularly, rather than remedially, can be beneficial for some staff. Implementing specific strategies can result in successful transition to the online environment. Copyright © 2016 Elsevier Ltd. All rights reserved.
The Effect of the Interactive Functions of Whiteboards on Elementary Students' Learning
ERIC Educational Resources Information Center
Luo, Yi-Fang; Yang, Shu Ching
2016-01-01
In recent years, the interactive whiteboard (IWB) has been regarded as the most prominent information and communication technology auxiliary instruction device. It is touted as elevating the traditional teaching environment to a digital teaching environment because of its highly interactive features. The purpose of this study is to investigate…
Understanding the Conics through Augmented Reality
ERIC Educational Resources Information Center
Salinas, Patricia; Pulido, Ricardo
2017-01-01
This paper discusses the production of a digital environment to foster the learning of conics through augmented reality. The name conic refers to curves obtained by the intersection of a plane with a right circular conical surface. The environment gives students the opportunity to interact with the cone and the plane as virtual objects in real…
ERIC Educational Resources Information Center
Santally, Mohammad Issack; Rajabalee, Yousra; Cooshna-Naik, Dorothy
2012-01-01
This paper discusses how modern technologies are changing the teacher-student-content relationships from the conception to the delivery of so-called "distance" education courses. The concept of Distance Education has greatly evolved in the digital era of 21st Century. With the widespread use and access to the Internet, exponential growth…
ERIC Educational Resources Information Center
Alcoser, Michelle Elaine
2017-01-01
This self-study examines the planning, practices, policies, and procedures present in a blended learning classroom environment to develop academic writing with tenth and eleventh grade public high school students. Digital technology is a prevalent and powerful force intertwined with most aspects of the human experience in the twenty-first century.…
ERIC Educational Resources Information Center
Basitere, Moses; Ndeto Ivala, Eunice
2017-01-01
Today's 21st century students are regarded as "digital natives," who are influenced by digital environments for acquisition of information, communication and interaction. With the emergence of new technologies, educators are encouraged to find meaningful ways of incorporating these technologies into their classrooms. The practice…
Sadeghi-Tehran, Pouria; Virlet, Nicolas; Sabermanesh, Kasra; Hawkesford, Malcolm J
2017-01-01
Accurately segmenting vegetation from the background within digital images is both a fundamental and a challenging task in phenotyping. The performance of traditional methods is satisfactory in homogeneous environments, however, performance decreases when applied to images acquired in dynamic field environments. In this paper, a multi-feature learning method is proposed to quantify vegetation growth in outdoor field conditions. The introduced technique is compared with the state-of the-art and other learning methods on digital images. All methods are compared and evaluated with different environmental conditions and the following criteria: (1) comparison with ground-truth images, (2) variation along a day with changes in ambient illumination, (3) comparison with manual measurements and (4) an estimation of performance along the full life cycle of a wheat canopy. The method described is capable of coping with the environmental challenges faced in field conditions, with high levels of adaptiveness and without the need for adjusting a threshold for each digital image. The proposed method is also an ideal candidate to process a time series of phenotypic information throughout the crop growth acquired in the field. Moreover, the introduced method has an advantage that it is not limited to growth measurements only but can be applied on other applications such as identifying weeds, diseases, stress, etc.
ERIC Educational Resources Information Center
Mystakidis, Stylianos; Berki, Eleni
2018-01-01
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an…
ERIC Educational Resources Information Center
Radovic, Slaviša; Passey, Don
2016-01-01
The aim of this paper is to explore further an under-developed area--how drivers of curriculum, pedagogy and assessment conceptions and practices shape the creation and uses of technologically based resources to support mathematics learning across informal, non-formal and formal learning environments. The paper considers: the importance of…
1-to-1 Computing: Project RED's Tools for Success
ERIC Educational Resources Information Center
Hayes, Jeanne; Greaves, Thomas W.
2013-01-01
Educators have seen the excitement and focus that students show when using digital devices. In hopes of increasing attendance, reducing dropout rates, and improving learning overall, more and more superintendents are driving their districts toward a 1-to-1 environment in which students take control of their own learning. The question is no longer…
ERIC Educational Resources Information Center
Tung, Lai Cheng
2013-01-01
Given the rising popularity of both open and distance learning (ODL) and social networking tools, it seems logical to merge and harness these two popular technologies with the goal of improving student educational experience. The integration seems to hold tremendous promise for the open and distance learning mode. To reduce the gap in the…
ERIC Educational Resources Information Center
Magruder, Lewis
2016-01-01
Learning how to transform an empty space into one alive with dramatic possibilities is one of the challenges facing students in several disciplines--for example, graphic design, filmmaking, gaming, architecture, interior design, visual arts, and designing and directing for the theatre. The author, a professor of directing for the theatre,…
A Social Media Practicum: An Action-Learning Approach to Social Media Marketing and Analytics
ERIC Educational Resources Information Center
Atwong, Catherine T.
2015-01-01
To prepare students for the rapidly evolving field of digital marketing, which requires more and more technical skills every year, a social media practicum creates a learning environment in which students can apply marketing principles and become ready for collaborative work in social media marketing and analytics. Using student newspapers as…
Factors That Influence Teachers' Adoption and Integration of ICT in Teaching/Learning Process
ERIC Educational Resources Information Center
Lawrence, Japhet E.; Tar, Usman A.
2018-01-01
Information communication technology (ICT) is becoming increasingly important in our daily lives and in our educational system. There is a growing demand on educational institutions to use ICT to teach the skills and knowledge students need for the digital age. The adoption and integration of ICT into teaching and learning environment provides…
The Digital Handshake: A Group Contract for Authentic eLearning in Higher Education
ERIC Educational Resources Information Center
Hesterman, Sandra
2016-01-01
An emerging challenge for the Australian higher education sector is the delivery of authentic eLearning to support the collaborative construction of knowledge through the provision of real-life tasks in an online environment. This paper describes research conducted in a fourth-year university course where students from across the nation were…
Gaming as Extramural English L2 Learning and L2 Proficiency among Young Learners
ERIC Educational Resources Information Center
Sylven, Liss Kerstin; Sundqvist, Pia
2012-01-01
Today, playing digital games is an important part of many young people's everyday lives. Claims have been made that certain games, in particular massively multiplayer online role-playing games (MMORPGs) provide L2 English learners with a linguistically rich and cognitively challenging virtual environment that may be conducive to L2 learning, as…
Emboldened by Embodiment: Six Precepts for Research on Embodied Learning and Mixed Reality
ERIC Educational Resources Information Center
Lindgren, Robb; Johnson-Glenberg, Mina
2013-01-01
The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as "mixed reality" (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent…
Teaching and Learning in the Mixed-Reality Science Classroom
NASA Astrophysics Data System (ADS)
Tolentino, Lisa; Birchfield, David; Megowan-Romanowicz, Colleen; Johnson-Glenberg, Mina C.; Kelliher, Aisling; Martinez, Christopher
2009-12-01
As emerging technologies become increasingly inexpensive and robust, there is an exciting opportunity to move beyond general purpose computing platforms to realize a new generation of K-12 technology-based learning environments. Mixed-reality technologies integrate real world components with interactive digital media to offer new potential to combine best practices in traditional science learning with the powerful affordances of audio/visual simulations. This paper introduces the realization of a learning environment called SMALLab, the Situated Multimedia Arts Learning Laboratory. We present a recent teaching experiment for high school chemistry students. A mix of qualitative and quantitative research documents the efficacy of this approach for students and teachers. We conclude that mixed-reality learning is viable in mainstream high school classrooms and that students can achieve significant learning gains when this technology is co-designed with educators.
The ALIVE Project: Astronomy Learning in Immersive Virtual Environments
NASA Astrophysics Data System (ADS)
Yu, K. C.; Sahami, K.; Denn, G.
2008-06-01
The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.
ERIC Educational Resources Information Center
Menorath, Darren; Antonczak, Laurent
2017-01-01
This paper examines the state of the art of mobile Augmented Reality (AR) and mobile Virtual Reality (VR) in relation to collaboration and professional practices in a creative digital environment and higher education. To support their discussion, the authors use a recent design-based research project named "Juxtapose," which explores…
ERIC Educational Resources Information Center
Zuiker, Steven J.
2012-01-01
As a global cyberinfrastructure, the Internet makes authentic digital problem spaces like educational virtual environments (EVEs) available to a wide range of classrooms, schools and education systems operating under different circumstantial, practical, social and cultural conditions. And yet, if the makers and users of EVEs both have a hand in…
Analyzing and Evaluating the 1:1 Learning Model: What Would Dewey Do?
ERIC Educational Resources Information Center
Boulden, Danielle Cadieux
2017-01-01
One-to-one computing models, in which every student in a classroom is provided access to a digital device for instruction, have gained traction and popularity as an instructional model across United States classrooms and around the globe. This paper explores and evaluates these 1:1 computing models in K-12 learning environments through the lens of…
ICT Integration in Education: Incorporation for Teaching & Learning Improvement
ERIC Educational Resources Information Center
Ghavifekr, Simin; Razak, Ahmad Zabidi Abd; Ghani, Muhammad Faizal A.; Ran, Ng Yan; Meixi, Yao; Tengyue, Zhang
2014-01-01
Over the last two decades, the rapid growth of ICT has become one of the most important topics discussed by the scholars in education. This is due to the capability of ICT in providing a dynamic and proactive teaching and learning environment. In line with the current digital era, teachers are required to integrate ICT in their daily teaching and…
ERIC Educational Resources Information Center
Denham, A. R.
2015-01-01
There has been a steady rise in the support for games as learning environments. This support is largely based on the strong levels of engagement and motivation observed during gameplay. What has proven difficult is the ability to consistently design and develop learning games that are both engaging and educationally viable. Those in the game-based…
ERIC Educational Resources Information Center
Brudermann, Cédric A.
2015-01-01
This paper explores the potential of digital learning environments to address current issues related to individualised instruction and the expansion of educational opportunities in English as a foreign language at university level. To do so, an applied linguistics-centred research endeavour was carried out. This reflection led to the…
Space as a Tool for Analysis: Examining Digital Learning Spaces
ERIC Educational Resources Information Center
Harrison, Michelle
2018-01-01
Over the past decade we have seen a rise in the adoption and proliferation of social technologies, and along with these a move to build on the capacity to embrace new pedagogies and practices that can open our boundaries for both teaching and learning. How do we determine what we mean by space specifically in online environments and how can we…
Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game
ERIC Educational Resources Information Center
King, Elizabeth M.
2015-01-01
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
ERIC Educational Resources Information Center
Furberg, Anniken
2016-01-01
This paper reports on a study of teacher support in a setting where students engaged with computer-supported collaborative learning (CSCL) in science. The empirical basis is an intervention study where secondary school students and their teacher performed a lab experiment in genetics supported by a digital learning environment. The analytical…
ERIC Educational Resources Information Center
Hafner, Christoph A.; Miller, Lindsay
2011-01-01
This paper reports on the syllabus design and implementation of an English for Science and Technology (EST) course at an English-medium university in Hong Kong. The course combined elements of project-based learning and a "pedagogy for multiliteracies" (New London Group, 1996) to produce a strong learner autonomy focus. A major component…
Connectivism: A knowledge learning theory for the digital age?
Goldie, John Gerard Scott
2016-10-01
The emergence of the internet, particularly Web 2.0 has provided access to the views and opinions of a wide range of individuals opening up opportunities for new forms of communication and knowledge formation. Previous ways of navigating and filtering available information are likely to prove ineffective in these new contexts. Connectivism is one of the most prominent of the network learning theories which have been developed for e-learning environments. It is beginning to be recognized by medical educators. This article aims to examine connectivism and its potential application. The conceptual framework and application of connectivism are presented along with an outline of the main criticisms. Its potential application in medical education is then considered. While connectivism provides a useful lens through which teaching and learning using digital technologies can be better understood and managed, further development and testing is required. There is unlikely to be a single theory that will explain learning in technological enabled networks. Educators have an important role to play in online network learning.
Enhancing children's health through digital story.
Wyatt, Tami H; Hauenstein, Emily
2008-01-01
Stories in all of their many forms, including books, plays, skits, movies, poems, and songs, appeal to individuals of all ages but especially the young. Children are easily engaged in stories, and today's generation of children, the millennium generation, demands interactive, multimedia-rich environments. Story as a teaching and learning technique is pervasive in the classroom but is infrequently used to promote health. Because of advancing technology, it is possible to create interactive digital storytelling programs that teach children health topics. Using digital storytelling in an interactive environment to promote health has not been tested, but there is empirical support for using story in health education and interactive technology to promote health. This article briefly reviews the literature and discusses how technology and storytelling can be joined to promote positive health outcomes.
2013-03-01
could be used as a change-of-pace option to add variety to IAT and increase (or regain) student engagement . It is important to note language resources...courses’ virtual learning environment (VLE) so tutors could provide feedback (Belanger, 2005). The results of this study indicated that student ... engagement and interest in class discussions increased as a result of the iPods, and that location-independent access to digital course materials led to
Long-term associative learning predicts verbal short-term memory performance.
Jones, Gary; Macken, Bill
2018-02-01
Studies using tests such as digit span and nonword repetition have implicated short-term memory across a range of developmental domains. Such tests ostensibly assess specialized processes for the short-term manipulation and maintenance of information that are often argued to enable long-term learning. However, there is considerable evidence for an influence of long-term linguistic learning on performance in short-term memory tasks that brings into question the role of a specialized short-term memory system separate from long-term knowledge. Using natural language corpora, we show experimentally and computationally that performance on three widely used measures of short-term memory (digit span, nonword repetition, and sentence recall) can be predicted from simple associative learning operating on the linguistic environment to which a typical child may have been exposed. The findings support the broad view that short-term verbal memory performance reflects the application of long-term language knowledge to the experimental setting.
Digital devices: big challenge in color management
NASA Astrophysics Data System (ADS)
Vauderwange, Oliver; Curticapean, Dan; Dreβler, Paul; Wozniak, Peter
2014-09-01
The paper will present how the students learn to find technical solutions in color management by using adequate digital devices and recognize the specific upcoming tasks in this area. Several issues, problems and their solutions will be discussed. The scientific background offer specific didactical solutions in this area of optics. Color management is the major item of this paper. Color management is a crucial responsibility for media engineers and designers. Print, screen and mobile applications must independently display the same colors. Predictability and consistency in the color representation are the aims of a color management system. This is only possible in a standardized and audited production workflow. Nowadays digital media have a fast-paced development process. An increasing number of different digital devices with different display sizes and display technologies are a great challenge for every color management system. The authors will present their experience in the field of color management. The design and development of a suitable learning environment with the required infrastructure is in the focus. The combination of theoretical and practical lectures creates a deeper understanding in the area of the digital color representation.
de Wet, Carl; Yelland, Michael
2015-11-01
Although the digital revolution only started towards the end of the twentieth century, it has already dramatically shifted our world away from traditional industries and ushered in a new age of information. Virtually every aspect of our modern lives has either been transformed or challenged, including medical education. This article describes three of the important factors that are causing seismic changes in medical education in Scotland and abroad. The first is the new generation of 'digital natives' that are arriving in medical schools. In response, faculty members have had to become 'digital immigrants' and adapt their pedagogies. Second, the rise of social media has allowed the creation of virtual learning environments and communities that augment but also compete with traditional brick-and-mortar institutions. Finally, an ever-increasing range of e-learning resources promise freely accessible and up-to-date evidence, but their sheer volume and lack of standardisation will require careful curation. © The Author(s) 2015.
Crafting a positive professional digital profile to augment your practice
Kraakevik, Jeff
2016-01-01
Abstract A digital profile is the sum content about a person on the Internet. A digital profile can be composed of personal or professional information shared on public Web sites posted personally or by others. One of the most effective ways to build a positive professional digital profile is through social media. It is increasingly important to maintain a positive digital profile as others mine the Internet to find out about a professional prior to meeting him or her. As the digital environment continues to grow, it will become increasingly difficult to neglect a professional digital profile without potential negative consequences. There are many benefits to creating a digital presence and using the tools available to learn about neurology and interact with other professionals and patients in ways that were not possible in the past. The spread of social media to a large part of the population makes it unlikely to go away. PMID:29443275
Crafting a positive professional digital profile to augment your practice.
Kraakevik, Jeff
2016-02-01
A digital profile is the sum content about a person on the Internet. A digital profile can be composed of personal or professional information shared on public Web sites posted personally or by others. One of the most effective ways to build a positive professional digital profile is through social media. It is increasingly important to maintain a positive digital profile as others mine the Internet to find out about a professional prior to meeting him or her. As the digital environment continues to grow, it will become increasingly difficult to neglect a professional digital profile without potential negative consequences. There are many benefits to creating a digital presence and using the tools available to learn about neurology and interact with other professionals and patients in ways that were not possible in the past. The spread of social media to a large part of the population makes it unlikely to go away.
Developing Digital and Media Literacies in Children and Adolescents.
Turner, Kristen Hawley; Jolls, Tessa; Hagerman, Michelle Schira; O'Byrne, William; Hicks, Troy; Eisenstock, Bobbie; Pytash, Kristine E
2017-11-01
In today's global culture and economy, in which individuals have access to information at their fingertips at all times, digital and media literacy are essential to participate in society. But what specific competencies must young citizens acquire? How do these competencies influence pedagogy? How are student knowledge, attitudes, and behaviors changed? What are the best ways to assess students' digital and media literacy? These questions underscore what parents, educators, health professionals, and community leaders need to know to ensure that youth become digitally and media literate. Experimental and pilot programs in the digital and media literacy fields are yielding insights, but gaps in understanding and lack of support for research and development continue to impede growth in these areas. Learning environments no longer depend on seat time in factory-like school settings. Learning happens anywhere, anytime, and productivity in the workplace depends on digital and media literacy. To create the human capital necessary for success and sustainability in a technology-driven world, we must invest in the literacy practices of our youth. In this article, we make recommendations for research and policy priorities. Copyright © 2017 by the American Academy of Pediatrics.
ERIC Educational Resources Information Center
Zia, Lee L.; Van de Sompel, Herbert; Beit-Arie, Oren; Gambles, Anne
2001-01-01
Includes three articles that discuss the National Science Foundation's National Science, Mathematics, Engineering, and Technology Education Digital Library (NSDL) program; the OpenURL framework for open reference linking in the Web-based scholarly information environment; and HeadLine (Hybrid Electronic Access and Delivery in the Library Networked…
ERIC Educational Resources Information Center
Leeds, Elke M.; Raven, Arjan; Brawley, Dorothy
2007-01-01
As more and more classes are taught on-line, new challenges for assessment of student learning have come about. In this paper on the use of digital video (DV) as an acceptable means to assess student oral business presentation skills, content analysis was used to test for the presence of primary traits inherent in effective formal business…
ERIC Educational Resources Information Center
Prasojo, Lantip Diat; Habibi, Akhmad; Mukminin, Amirul; Muhaimin; Taridi, Muhammad; Ikhsan; Saudagar, Ferdiaz
2017-01-01
Limited studies have been conducted to examine how effective and what impacts dealing with students' learning experiences as well as the problems faced by the students. This study focused on English student teachers' experiences on the advantages and problems faced in using Social Networking Services (SNS) in English as Foreign Language (EFL)…
ERIC Educational Resources Information Center
San Pedro, Maria Ofelia Z.; Baker, Ryan S.; Heffernan, Neil T.
2017-01-01
Middle school is an important phase in the academic trajectory, which plays a major role in the path to successful post-secondary outcomes such as going to college. Despite this, research on factors leading to college-going choices do not yet utilize the extensive fine-grained data now becoming available on middle school learning and engagement.…
ERIC Educational Resources Information Center
Evans, Michael A.; Wang, Feihong
2008-01-01
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters
NASA Astrophysics Data System (ADS)
Apostolellis, Panagiotis; Daradoumis, Thanasis
Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.
Gulec, Ulas; Yilmaz, Murat
2016-01-01
Digital game-based learning environments provide emerging opportunities to overcome learning barriers by combining newly developed technologies and traditional game design. This study proposes a quantitative research approach supported by expert validation interviews to designing a game-based learning framework. The goal is to improve the learning experience and decision-making skills of soccer referees in Turkey. A serious game was developed and tested on a group of referees (N = 54). The assessment results of these referees were compared with two sample t-test and the Wilcoxon signed-ranked test for both the experimental group and the control group. The findings of the current study confirmed that a game-based learning environment has greater merit over the paper-based alternatives.
Bierer, S Beth; Dannefer, Elaine F
2016-11-01
The move toward competency-based education will require medical schools and postgraduate training programs to restructure learning environments to motivate trainees to take personal ownership for learning. This qualitative study explores how medical students select and implement study strategies while enrolled in a unique, nontraditional program that emphasizes reflection on performance and competence rather than relying on high-stakes examinations or grades to motivate students to learn and excel. Fourteen first-year medical students volunteered to participate in three, 45-minute interviews (42 overall) scheduled three months apart during 2013-2014. Two medical educators used structured interview guides to solicit students' previous assessment experiences, preferred learning strategies, and performance monitoring processes. Interviews were digitally recorded and transcribed verbatim. Participants confirmed accuracy of transcripts. Researchers independently read transcripts and met regularly to discuss transcripts and judge when themes achieved saturation. Medical students can adopt an assessment for learning mind-set with faculty guidance and implement appropriate study strategies for mastery-learning demands. Though students developed new strategies at different rates during the year, they all eventually identified study and performance monitoring strategies to meet learning needs. Students who had diverse learning experiences in college embraced mastery-based study strategies sooner than peers after recognizing that the learning environment did not reward performance-based strategies. Medical students can take ownership for their learning and implement specific strategies to regulate behavior when learning environments contain building blocks emphasized in self-determination theory. Findings should generalize to educational programs seeking strategies to design learning environments that promote self-regulated learning.
Measuring the Quality of the u-Learning Service Using the Zone of Tolerance SERVQUAL
NASA Astrophysics Data System (ADS)
Kim, Seong Jin; Park, Keon Chul; Seo, Hyun Sik; Lee, Bong Gyou
The purpose of this study is to analyze diverse factors that affect service quality of Digital textbook service. The ZOT(Zone of Tolerance) SERVQUAL has been applied to develop the research model. Users of the Digital textbook service were selected as subjects for the sample frame. A total of 115 surveys from over 112 schools were collected and used as data for analysis. Results of the survey by SPSS Win Ver. 12.0 showed that the perceived level of service quality in terms of reliability is particularly low, and is quite different from adequate quality. This paper suggests useful guidelines to education providers for improving their public u-Learning environment.
Digit ratio predicts sense of direction in women.
Chai, Xiaoqian J; Jacobs, Lucia F
2012-01-01
The relative length of the second-to-fourth digits (2D:4D) has been linked with prenatal androgen in humans. The 2D:4D is sexually dimorphic, with lower values in males than females, and appears to correlate with diverse measures of behavior. However, the relationship between digit ratio and cognition, and spatial cognition in particular, has produced mixed results. In the present study, we hypothesized that spatial tasks separating cue conditions that either favored female or male strategies would examine this structure-function correlation with greater precision. Previous work suggests that males are better in the use of directional cues than females. In the present study, participants learned a target location in a virtual landscape environment, in conditions that contained either all directional (i.e., distant or compass bearing) cues, or all positional (i.e., local, small objects) cues. After a short delay, participants navigated back to the target location from a novel starting location. Males had higher accuracy in initial search direction than females in environments with all directional cues. Lower digit ratio was correlated with higher accuracy of initial search direction in females in environments with all directional cues. Mental rotation scores did not correlate with digit ratio in either males or females. These results demonstrate for the first time that a sex difference in the use of directional cues, i.e., the sense of direction, is associated with more male-like digit ratio.
ERIC Educational Resources Information Center
Alliance for Excellent Education, 2014
2014-01-01
Accomplishing personalized, deeper learning through anywhere, anytime digital learning requires a redesign of the K-12 education system. This report looks at readiness for digital learning at two levels in West Virginia: the district capacity building to ready the system for digital learning and school implementation of digital learning. The…
Game-Based Learning in Science Education: A Review of Relevant Research
NASA Astrophysics Data System (ADS)
Li, Ming-Chaun; Tsai, Chin-Chung
2013-12-01
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students' problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.
Computer-aided auscultation learning system for nursing technique instruction.
Hou, Chun-Ju; Chen, Yen-Ting; Hu, Ling-Chen; Chuang, Chih-Chieh; Chiu, Yu-Hsien; Tsai, Ming-Shih
2008-01-01
Pulmonary auscultation is a physical assessment skill learned by nursing students for examining the respiratory system. Generally, a sound simulator equipped mannequin is used to group teach auscultation techniques via classroom demonstration. However, nursing students cannot readily duplicate this learning environment for self-study. The advancement of electronic and digital signal processing technologies facilitates simulating this learning environment. This study aims to develop a computer-aided auscultation learning system for assisting teachers and nursing students in auscultation teaching and learning. This system provides teachers with signal recording and processing of lung sounds and immediate playback of lung sounds for students. A graphical user interface allows teachers to control the measuring device, draw lung sound waveforms, highlight lung sound segments of interest, and include descriptive text. Effects on learning lung sound auscultation were evaluated for verifying the feasibility of the system. Fifteen nursing students voluntarily participated in the repeated experiment. The results of a paired t test showed that auscultative abilities of the students were significantly improved by using the computer-aided auscultation learning system.
Use of Mobile Devices for E-Learning in Geomatics
NASA Astrophysics Data System (ADS)
Mills, H.
2015-05-01
For the last 4 years, the School of Civil Engineering & Geosciences at Newcastle University, UK adapted mobile devices as learning approach only for undergraduate within Geomatics. All incoming students were given a mobile device as learning tool, which was supposed to be there main way to accessing teaching material. This paper will present how students adopted the mobile devices and how their learning has changed using mobile devices. It will highlight which apps can be used in a Geomatics teaching environment to engage students in their learning and teaching environment. The paper will furthermore look into apps which help students within the area of Photogrammetry and Remote Sensing, such as the Autodesk 123D catch up or the Remote RDP app to remotely control surveying instrumentations, such as laser scanners. Those apps are easy tools to engage students within digital learning environment which the students are familiar with. The paper will show how students embrace the technology but also current limitation of using those within Higher education establishments, such as sufficient Wifi and student support for using mobile devices.
ERIC Educational Resources Information Center
Yeasmin, Sabina; Murthy, C. R. K.
2011-01-01
Bangladesh Open University (BOU) runs school programs as part of its academic activities through open schooling since its inception. As of today, the Open School uses the first generation self-learning materials (SLMs) written, before an era, following an in-house style and template. The concerned faculty member corrects, every year, texts before…
ERIC Educational Resources Information Center
Yeasmin, Sabina; Murthy, C. R. K.
2012-01-01
Bangladesh Open University (BOU) runs school programs as part of its academic activities through open schooling since its inception. As of today, the Open School uses the first generation self-learning materials (SLMs) written, before an era, following an in-house style and template. The concerned faculty member corrects, every year, texts before…
Design Principles for Augmented Reality Learning
ERIC Educational Resources Information Center
Dunleavy, Matt
2014-01-01
Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning…
Global Leadership Education: Upping the Game
ERIC Educational Resources Information Center
Goryunova, Elizabeth; Jenkins, Daniel M.
2017-01-01
While scholars recognize that digital technology is a major tool employed by contemporary learners to access knowledge, its full capacity is yet to be utilized. This paper investigates opportunities to increase individual learning engagement and knowledge retention in higher education and corporate environments through integrating educational…
NASA Astrophysics Data System (ADS)
Kurland, Shelley Chih-Hsian
Community college faculty members educate almost half of all U.S. undergraduates, who are often more diverse and more academically underprepared when compared to undergraduate students who attend four-year institutions. In addition, faculty members in community colleges are facing increased accountability for meeting student learning outcomes, expectations to adjust their teaching practices to include active learning practices, and expectations to incorporate more technologies into the classroom. Faculty developers are one of the support structures that faculty members can look to in order to meet those challenges. A survey of literature in faculty development suggests that instructional consultation can play an important role in shaping and transforming teaching practices. Hence, this action research study examined my work using instructional consulting with four full-time STEM faculty colleagues in order to examine and shape their teaching practices with and without the use of digital technologies. The two foci of the research, examining shifts in faculty participants' teaching practices, and my instructional consulting practices, were informed by Thomas and Brown's (2011) social view of learning and the concept of teaching and learning in a "co-learning" environment. Two dominant factors emerged regarding faculty participants' shift in teaching practices. These factors concerned: 1) the perception of control and 2) individual faculty participant's comfort level, expectations, and readiness. In addition to these two dominant factors, the instructional consultation process also supported a range of shifts in either mindset and/or teaching practices. My analysis showed that the use of digital technologies was not an essential factor in shifting faculty participant mindset and/or teaching practices, instead digital technologies were used to enhance the teaching process and students' learning experiences.
Construction of a 3-D anatomical model for teaching temporal lobectomy.
de Ribaupierre, Sandrine; Wilson, Timothy D
2012-06-01
Although we live and work in 3 dimensional space, most of the anatomical teaching during medical school is done on 2-D (books, TV and computer screens, etc). 3-D spatial abilities are essential for a surgeon but teaching spatial skills in a non-threatening and safe educational environment is a much more difficult pedagogical task. Currently, initial anatomical knowledge formation or specific surgical anatomy techniques, are taught either in the OR itself, or in cadaveric labs; which means that the trainee has only limited exposure. 3-D computer models incorporated into virtual learning environments may provide an intermediate and key step in a blended learning approach for spatially challenging anatomical knowledge formation. Specific anatomical structures and their spatial orientation can be further clinically contextualized through demonstrations of surgical procedures in the 3-D digital environments. Recordings of digital models enable learner reviews, taking as much time as they want, stopping the demonstration, and/or exploring the model to understand the anatomical relation of each structure. We present here how a temporal lobectomy virtual model has been developed to aid residents and fellows conceptualization of the anatomical relationships between different cerebral structures during that procedure. We suggest in comparison to cadaveric dissection, such virtual models represent a cost effective pedagogical methodology providing excellent support for anatomical learning and surgical technique training. Copyright © 2012 Elsevier Ltd. All rights reserved.
Petty, Julia; Treves, Richard
2017-03-06
A digital storytelling resource focusing on the experience of nursing in neonatal care was developed using the narratives of six undergraduate children's nursing students who had undergone a practice placement on a neonatal unit. An evaluation of the resource in relation to its contribution to learning for students in a new, specialised area of practice revealed that storytelling based on peers' experiences is a valuable and insightful approach to learning. This is particularly important in a specialty such as neonatal care where the unfamiliarity of the environment and patient group can cause anxiety and uncertainty among students. Overall, the resource was seen to be useful to children's nursing students who are preparing for a practice placement in an unfamiliar clinical area.
Digital Inclusion & Health Communication: A Rapid Review of Literature.
Borg, Kim; Boulet, Mark; Smith, Liam; Bragge, Peter
2018-06-11
Information and communication technologies can be a valuable tool for enhancing health communication. However, not everyone is utilising the wide suite of digital opportunities. This disparity has the potential to exacerbate existing social and health inequalities, particularly among vulnerable groups such as those who are in poor health and the elderly. This review aimed to systematically identify the common barriers to, and facilitators of, digital inclusion. A comprehensive database search yielded 969 citations. Following screening, seven systematic reviews and three non-systematic reviews were identified. Collectively, the reviews found that physical access continues to be a barrier to digital inclusion. However, provision of access alone is insufficient, as digital ability and attitude were also potential barriers. Social support, direct user experience and collaborative learning/design were identified as key strategies to improve inclusion. These review findings provide guidance for health communication practitioners in designing and implementing effective programmes in the digital environment.
ERIC Educational Resources Information Center
Pasnik, Shelley; Llorente, Carlin
2012-01-01
The CPB-PBS Ready To Learn initiative, funded by the U. S. Department of Education, brings engaging, high-quality media to young children who may be at risk for academic difficulties due to economic and social disadvantages. The initiative aims to deliver early mathematics and literacy resources on new and emerging digital platforms such as tablet…
NASA Astrophysics Data System (ADS)
de Greef, Maurice; Segers, Mien; Nijhuis, Jan; Lam, Jo Fond; van Groenestijn, Mieke; van Hoek, Frans; van Deursen, Alexander J. A. M.; Bohnenn, Ella; Tubbing, Marga
2015-10-01
Besides work-oriented training, most Dutch adult learning courses of formal and non-formal education focus on three basic skills: literacy, numeracy and problem solving in technology-rich environments. In the Netherlands, the Ministry of Education, Culture and Science recently initiated the development of a new adult education framework concerning literacy, numeracy and digital skills. In order to monitor the progress of literacy, numeracy and digital competencies, it is necessary to develop and validate testing materials for specific competencies. This study validates the testing materials which were developed to assess learners' proficiency in literacy (reading and writing), numeracy and digital skills based on the new Dutch framework. The outcome is that the materials proved valid and can be used in different courses referring to basic skills and adult learning, though there are still some limitations. Besides adult education professionals (such teachers and trainers), policy makers can also use the results of these tests in order to describe and monitor the impact of adult education on the lives of adult learners.
Abductive Science Inquiry Using Mobile Devices in the Classroom
ERIC Educational Resources Information Center
Ahmed, Sohaib; Parsons, David
2013-01-01
Recent advancements in digital technology have attracted the interest of educators and researchers to develop technology-assisted inquiry-based learning environments in the domain of school science education. Traditionally, school science education has followed deductive and inductive forms of inquiry investigation, while the abductive form of…
Future Educators' Explaining Voices
ERIC Educational Resources Information Center
de Oliveira, Janaina Minelli; Caballero, Pablo Buenestado; Camacho, Mar
2013-01-01
Teacher education programs must offer pre-service students innovative technology-supported learning environments, guiding them in the revision of their preconceptions on literacy and technology. This present paper presents a case study that uses podcast to inquiry into future educators' views on technology and the digital age. Results show future…
Interviewing Objects: Including Educational Technologies as Qualitative Research Participants
ERIC Educational Resources Information Center
Adams, Catherine A.; Thompson, Terrie Lynn
2011-01-01
This article argues the importance of including significant technologies-in-use as key qualitative research participants when studying today's digitally enhanced learning environments. We gather a set of eight heuristics to assist qualitative researchers in "interviewing" technologies-in-use (or other relevant objects), drawing on concrete…
Linking Course Web Sites to Library Collections and Services
ERIC Educational Resources Information Center
Rieger, Oya Y.; Horne, Angela K.; Revels, Ira
2004-01-01
A five-month research study at Cornell University Library (CUL) confirmed the strategic importance of a library presence in faculty-created course Web sites. It sparked specific recommendations to support the seamless integration of the CUL digital library within the virtual learning environments created by faculty.
Exploring digital professionalism.
Ellaway, Rachel H; Coral, Janet; Topps, David; Topps, Maureen
2015-01-01
The widespread use of digital media (both computing devices and the services they access) has blurred the boundaries between our personal and professional lives. Contemporary students are the last to remember a time before the widespread use of the Internet and they will be the first to practice in a largely e-health environment. This article explores concepts of digital professionalism and their place in contemporary medical education, and proposes a series of principles of digital professionalism to guide teaching, learning and practice in the healthcare professions. Despite the many risks and fears surrounding their use, digital media are not an intrinsic threat to medical professionalism. Professionals should maintain the capacity for deliberate, ethical, and accountable practice when using digital media. The authors describe a digital professionalism framework structured around concepts of proficiency, reputation, and responsibility. Digital professionalism can be integrated into medical education using strategies based on awareness, alignment, assessment, and accountability. These principles of digital professionalism provide a way for medical students and medical practitioners to embrace the positive aspects of digital media use while being mindful and deliberate in its use to avoid or minimize any negative consequences.
Dynamic Evaluation of the Multimedia Interface in Computer Supported Learning
ERIC Educational Resources Information Center
Zaidel, Mark
2007-01-01
As information technology applications become widespread in education, new innovations in computer systems and communication technologies stimulate changes in students' visual preferences. In a university environment each new cohort of students is more comfortable in the digital world, expecting that new technology will enhance teaching and…
Teacher-Student Relationship and SNS-Mediated Communication: Perceptions of Both Role-Players
ERIC Educational Resources Information Center
Forkosh-Baruch, Alona; Hershkovitz, Arnon; Ang, Rebecca P.
2015-01-01
Teacher-student relationships are vital for academic and social development of students, for teachers' professional and personal development, and for having a supportive learning environment. In the digital age, these relationships can extend beyond bricks and mortar and beyond school hours. Specifically, these relationships are extended today…
ERIC Educational Resources Information Center
Bennett, Scott
2006-01-01
We are building conventional library space without making the paradigm shift our digital environment requires. The chief obstacles to change lie in our conception of readers as information consumers, in our allegiance to library operations as the drivers of library design, and in the choice made between foundational and non-foundational views of…
Personal Learning Environments: Concept or Technology?
ERIC Educational Resources Information Center
Fiedler, Sebastian H. D.; Väljataga, Terje
2011-01-01
This paper reviews and critiques how the notion of PLEs has been conceptualised and discussed in literature so far. It interprets the variability of its interpretations and conceptualisations as the expression of a fundamental contradiction between patterns of activity and digital instrumentation in formal education on one hand, and individual…
Libraries, Knowledge Management, and Higher Education in an Electronic Environment.
ERIC Educational Resources Information Center
Hawkins, Brian
This paper discusses transformational change in academic libraries, as digital technology alters how services are provided, research is conducted, and learning occurs. Highlights include: advantages of libraries over the World Wide Web; redefining the knowledge management paradigm; two different types of information (i.e., explicit and tacit); a…
ERIC Educational Resources Information Center
Nussbaum-Beach, Sheryl
2008-01-01
Digital technologies have opened up unimagined environments for students and teachers. The speedy evolution of technology over the past 30 years has often outpaced man's ability to use it to transform teaching and learning in real and meaningful ways. Much of that time people just tried to keep up, with new technologies often simply bolted onto…
Building a Shared Virtual Learning Culture: An International Classroom Partnership
ERIC Educational Resources Information Center
Starke-Meyerring, Doreen; Andrews, Deborah
2006-01-01
Business professionals increasingly use digital tools to collaborate across multiple cultures, locations, and time zones. Success in this complex environment depends on a shared culture that facilitates the making of knowledge and the best contributions of all team members. To prepare managers for such communication, the authors designed and…
A Review of Research on Intercultural Learning through Computer-Based Digital Technologies
ERIC Educational Resources Information Center
Çiftçi, Emrullah Yasin
2016-01-01
Intercultural communication is now a crucial part of our globalizing lives; however, not everyone has an opportunity to engage in an intercultural interaction with people from different cultures. Computer-based technologies are promising in creating environments for people to communicate with people from diverse cultures. This qualitative…
Assimilating Digital Immigrants into High-Access Learning Environments
ERIC Educational Resources Information Center
Roseberry, Jason
2016-01-01
As schools have placed an increased emphasis on instructional technology, the amount of money spent on hardware and student devices in classrooms has increased significantly (Nagel, 2014). Because administrators are underestimating the instructional shift required for effective integration of these devices, they are not allocating enough time and…
Elementary Student Knowledge Gains in the Digital Portable Planetarium
ERIC Educational Resources Information Center
Carsten-Conner, Laura D.; Larson, Angela M.; Arseneau, Jennifer; Herrick, Robert R.
2015-01-01
Immersive environments hold promise to provide unique and heightened sensory experiences that focus a learner's attention, and thus may be useful learning platforms. In particular, portable planetariums may be useful in advancing conceptual knowledge about the night sky, because they afford learners with Earth-based views of celestial motions,…
ERIC Educational Resources Information Center
Slack, Amy
2014-01-01
In our increasingly digital world, students are often disconnected from the natural environment and may not understand how human actions affect it. One of the most significant human impacts on ecosystems is water pollution. Measuring the water quality of a local stream, river, or lake can be a valuable learning experience but is often impractical.…
Reimagining Christian Higher Education
ERIC Educational Resources Information Center
Hulme, E. Eileen; Groom, David E., Jr.; Heltzel, Joseph M.
2016-01-01
The challenges facing higher education continue to mount. The shifting of the U.S. ethnic and racial demographics, the proliferation of advanced digital technologies and data, and the move from traditional degrees to continuous learning platforms have created an unstable environment to which Christian higher education must adapt in order to remain…
A Prisoners' Island: Teaching Australian Incarcerated Students in the Digital Age
ERIC Educational Resources Information Center
Hopkins, Susan; Farley, Helen
2014-01-01
While incarcerated students have always faced many obstacles to full and effective participation in university study, the global shift toward paperless e-learning environments has created new challenges for prisoners without direct internet access. Based on prison focus groups with Australian incarcerated students and direct participant…
ERIC Educational Resources Information Center
de Lange, Naydene; Mnisi, Thoko; Mitchell, Claudia; Park, Eun G.
2010-01-01
The partnerships, especially university-community partnerships, that sustain globally networked learning environments often face challenges in mobilizing research to empower local communities to effect change. This article examines these challenges by describing a university-community partnership involving researchers and graduate students in…
Teaching and Learning in the Digital Age
ERIC Educational Resources Information Center
Starkey, Louise
2012-01-01
"Teaching and Learning in the Digital Age" is for all those interested in considering the impact of emerging digital technologies on teaching and learning. It explores the concept of a digital age and perspectives of knowledge, pedagogy and practice within a digital context. By examining teaching with digital technologies through new learning…
Treasure hunt of mineral resources: a serious game in a virtual world
NASA Astrophysics Data System (ADS)
Boniello, Annalisa
2015-04-01
This posterdescribes a geoscience activities on mineral resources for students of 14-18 years old. The activities are created as a treasure hunt of mineral resources, students must pass test and solve questions, search mineral in different environments: near a volcanos, in the river, in a lake, in a cave, under the sea and on a mountain. The activity is created using a virtual environment a virtual world built with a software, Opensim, a opensource software. In this virtual world every student as avatar, a virtual rapresentation of himself, search information, objects, mineral as in a serious game, a digital serious game. In the serious game buit as a treasure hunt, students interact with environment in a learning by doing, and they interact with other students in a cooperative learning and a collaborative environment. In the hunt there is a challenge that student must overcome: understanding what is a mineral resource collecting data on mineral analyzing environments where they are created so the students can improve motivation and learn, and improve scientific skills.
Mobile learning: a workforce development strategy for nurse supervisors.
Mather, Carey; Cummings, Elizabeth
2014-01-01
Digital technology provides opportunities for using mobile learning strategies in healthcare environments. To realise the vision of the National Workforce Development Strategy there needs to be innovation of health professionals to further develop knowledge and skills of clinical supervisors to access and gain an understanding of the value of mobile learning at the workplace. The use of digital technology by clinical supervisors was explored in 2012 as part of a teaching development grant to evaluate the use of Web 2.0 technology to develop a community of practice about clinical supervision. Prior to developing the virtual network of clinical supervisors, feedback about the use of Web 2.0 technology by clinicians was sought via an online survey. Over 90% of respondents used social media, 85% understood what a blog and wiki were and approximately half of the respondents used smart phones. More than one-third indicated they would participate in a virtual community of practice and would like to receive information about clinical facilitation at least once per week. Findings indicate both inhibitors and opportunities for workforce development within healthcare environments that need to be addressed. Support of graduate-ready nurses can be achieved through an integrated outlook that enables health professionals within organisations to undertake mobile learning in situ. A flexible and collaborative approach to continuing professional development within organisations could enhance practice development and could positively impact on workforce development.
The Role of the Human Mirror Neuron System in Supporting Communication in a Digital World.
Dickerson, Kelly; Gerhardstein, Peter; Moser, Alecia
2017-01-01
Humans use both verbal and non-verbal communication to interact with others and their environment and increasingly these interactions are occurring in a digital medium. Whether live or digital, learning to communicate requires overcoming the correspondence problem: There is no direct mapping, or correspondence between perceived and self-produced signals. Reconciliation of the differences between perceived and produced actions, including linguistic actions, is difficult and requires integration across multiple modalities and neuro-cognitive networks. Recent work on the neural substrates of social learning suggests that there may be a common mechanism underlying the perception-production cycle for verbal and non-verbal communication. The purpose of this paper is to review evidence supporting the link between verbal and non-verbal communications, and to extend the hMNS literature by proposing that recent advances in communication technology, which at times have had deleterious effects on behavioral and perceptual performance, may disrupt the success of the hMNS in supporting social interactions because these technologies are virtual and spatiotemporal distributed nature.
ERIC Educational Resources Information Center
Spector, J. Michael; Ifenthaler, Dirk; Sampson, Demetrios G.
2016-01-01
Digital systems and digital technologies are globally investigated for their potential to transform learning, teaching and assessment towards offering unique learning experiences to the twenty-first century learners. This Special Issue on "Digital systems supporting cognition and exploratory learning in twenty-first century" aims to…
ERIC Educational Resources Information Center
Justice, Sean
2016-01-01
"Learning to Teach in the Digital Age" tells the story of a group of K-12 teachers as they began to connect with digital making and learning pedagogies. Guiding questions at the heart of this qualitative case study asked how teaching practices engaged with and responded to the maker movement and digital making and learning tools and…
Surgical skill acquisition with self-directed practice using computer-based video training.
Jowett, Nathan; LeBlanc, Vicki; Xeroulis, George; MacRae, Helen; Dubrowski, Adam
2007-02-01
Computer-based video training (CBVT) provides flexible opportunities for surgical trainees to learn fundamental technical skills, but may be ineffective in self-directed practice settings because of poor trainee self-assessment. This study examined whether CBVT is effective in a self-directed learning environment among novice trainees. Thirty novice trainees used CBVT to learn the 1-handed square knot while self-assessing their proficiency every 3 minutes. On reaching self-assessed skill proficiency, trainees were randomized to either cease practice or to complete additional practice. Performance was evaluated with computer and expert-based measures during practice and on pretests, posttests, and 1-week retention tests. Analyses revealed performance improvements for both groups (all P < .05), but no differences between the 2 groups (all P > .05) on all tests. CBVT for the 1-handed square knot is effective in a self-directed learning environment among novices. This lends support to the implementation of self-directed digital media-based learning within surgical curricula.
Multiple Intelligence and Digital Learning Awareness of Prospective B.Ed Teachers
ERIC Educational Resources Information Center
Gracious, F. L. Antony; Shyla, F. L. Jasmine Anne
2012-01-01
The present study Multiple Intelligence and Digital Learning Awareness of prospective B.Ed teachers was probed to find the relationship between Multiple Intelligence and Digital Learning Awareness of Prospective B.Ed Teachers. Data for the study were collected using self made Multiple Intelligence Inventory and Digital Learning Awareness Scale.…
What Do Learners and Pedagogical Agents Discuss When Given Opportunities for Open-Ended Dialogue?
ERIC Educational Resources Information Center
Veletsianos, George; Russell, Gregory S.
2013-01-01
Researchers claim that pedagogical agents engender opportunities for social learning in digital environments. Prior literature, however, has not thoroughly examined the discourse between agents and learners. To address this gap, we analyzed a data corpus of interactions between agents and learners using open coding methods. Analysis revealed that:…
Making Games after School: Participatory Game Design in Non-Formal Learning Environments
ERIC Educational Resources Information Center
Clark, Kevin; Brandt, Jami; Hopkins, Rhonda; Wilhelm, Jason
2009-01-01
Participatory design principles were used with primarily African-American and Latino children in the Washington, DC area in the development of sports-themed digital game prototypes in an after-school program. The three stages in participatory design are the discovery stage, the evaluative stage, and prototyping. Within the participatory design…
Visual Stereotypes and Virtual Pedagogical Agents
ERIC Educational Resources Information Center
Haake, Magnus; Gulz, Agneta
2008-01-01
The paper deals with the use of visual stereotypes in virtual pedagogical agents and its potential impact in digital learning environments. An analysis of the concept of visual stereotypes is followed by a discussion of affordances and drawbacks as to their use in the context of traditional media. Next, the paper explores whether virtual…
The Transition to Diverse Online Teaching and Student Learning in Higher Education
ERIC Educational Resources Information Center
Miller, Melissa L.
2015-01-01
This paper addresses the concern of educating diverse university students in an increasingly digital environment. Specifically, educators question the quality of student online research skills and how to address gaps in research skills in both the virtual and physical classroom. A 2012 survey conducted by the Pew Research Center in collaboration…
Affinities and beyond! Developing Ways of Seeing in Online Spaces
ERIC Educational Resources Information Center
Davies, Julia
2006-01-01
This article presents an insider view of an online community of adults involved in sharing digital photography through a host website, Flickr. It describes how reciprocal teaching and learning partnerships in a dynamic multimodal environment are achieved through the creation of a "Third Space" or "Affinity Space", where "Funds of Knowledge" are…
Digital Storytelling: Capturing Children's Participation in Preschool Activities
ERIC Educational Resources Information Center
Kervin, Lisa; Mantei, Jessica
2016-01-01
Children should be active participants in the environments in which they engage. However in the prior to school setting, it is not necessarily clear to educators how children understand their role and place within that community. Lave and Wenger's (2005) situated learning theory provides a useful frame to consider this developing sense of…
ERIC Educational Resources Information Center
Vassar, Penny; Havice, Pamela A.; Havice, William L.; Brookover, Robert, IV
2015-01-01
Lecture capture technology allows instructors to record presentations and make them available to their students digitally. This study examined one program's implementation of lecture capture. Participants were undergraduate college students enrolled in Parks, Recreation, and Tourism Management courses at a public land grant university in the…
Leading Pedagogical Change with Innovative Web Tools and Social Media
ERIC Educational Resources Information Center
McLoughlin, Catherine
2011-01-01
Today, in a globalised, digital world, leadership challenges in the adoption and integration of emerging social software tools to support learning abound. Today's students, who have grown up in technology saturated environments, have never known a world without the internet, mobile phones, video on demand and personal computers. Leaders and…
Enacting Viewing Skills with Apps to Promote Collaborative Mathematics Learning
ERIC Educational Resources Information Center
Khoo, Kay Yong
2016-01-01
This paper comprises discussion on the research findings of this study into how apps can be used in the classroom to collaboratively promote construction of mathematical knowledge in children in ways that fundamentally transform the instructional environment. The study results identify how children enact viewing skills through digital texts to…
Collaborative Leadership Development with ICT: Experiences from Three Exemplary Schools
ERIC Educational Resources Information Center
Hauge, Trond Eiliv; Norenes, Svein Olav
2015-01-01
This study utilized a tool-oriented perspective on the uptake and use of digital technology in three exemplary upper secondary schools, to determine how the school leaders viewed leadership in the development of information and communication technology (ICT)-enriched environments for teaching and learning, and how they utilized technology in their…
Web 2.0, Synthetic Immersive Environments, and Mobile Resources for Language Education
ERIC Educational Resources Information Center
Sykes, Julie M.; Oskoz, Ana; Thorne, Steven L.
2008-01-01
In light of the increasingly blurred line between mediated and nonmediated contexts for social, professional, and educational purposes, attention to the presence and use of innovative digital media is critical to the consideration of the future of computer-assisted language learning (CALL). This article reviews current trends in the use of…
Teaching Scientific/Academic Writing in the Digital Age
ERIC Educational Resources Information Center
Peretz, Arna
2005-01-01
This paper describes a graduate-level scientific/academic writing course for non-native speakers (NNS) of English at Ben-Gurion University of the Negev (BGU), Israel, which is taught in a technology-enhanced or blended learning environment. The use and integration of electronic discourses, such as email and Powerpoint, on-screen marking…
Informal and Deliberate Learning with New Technologies
ERIC Educational Resources Information Center
Trinder, Ruth
2017-01-01
Due to the ready availability of new technologies, opportunities for the incidental as well as deliberate practice of English have multiplied and far exceed what can be done in more formal environments. Yet, despite the sizeable literature on the classroom-based use of specific digital resources, few studies have investigated how students evaluate…
Flesh and Bone: Information Literacy, Teaching, and the Connected Classroom.
ERIC Educational Resources Information Center
Lant, Kathleen Margaret
This paper discusses information literacy, teaching, and online technology. The first section introduces the split between mind and body that is made possible by the Internet and related resources. The second section discusses distance learning, including the impact of digital environments in teaching, and the power of virtual education to permit…
ERIC Educational Resources Information Center
de Abreu, Belinha S.
2011-01-01
This book, a resource for educators, uses the theme of media literacy as a lens through which to view and discuss social networking and Web 2.0 environments. There is ongoing and positive research on the participatory culture created by youth who are heavily involved in the new digital technologies, yet schools tend to avoid these mediums for fear…
Oratoria Online: The Use of Technology Enhaced Learning to Improve Students' Oral Skills
NASA Astrophysics Data System (ADS)
Dornaleteche, Jon
New ITCs have proven to be useful tools for implementing innovating didactic and pedagogical formula oriented to enhance students' en teachers' creativity. The up-and-coming massive e-learning and blended learning projects are clear examples of such a phenomenon. The teaching of oral communication offers a perfect scenario to experiment with these formulas. Since the traditional face to face approach for teaching 'Speech techniques' does not keep up with the new digital environment that surround students, it is necessary to move towards an 'Online oratory' model focused on using TEL to improve oral skills.
ERIC Educational Resources Information Center
Buckley-Marudas, Mary Frances
2016-01-01
Understanding what happens when teachers embrace digital media for literacy learning is critical to realizing the potential of learning in the digital era. This article examines some of the ways that a high school teacher and his students leverage digital technologies for literacy learning in their humanities classrooms. The author introduces the…
ERIC Educational Resources Information Center
Yang, Kai-Hsiang
2017-01-01
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Digital interactive learning of oral radiographic anatomy.
Vuchkova, J; Maybury, T; Farah, C S
2012-02-01
Studies reporting high number of diagnostic errors made from radiographs suggest the need to improve the learning of radiographic interpretation in the dental curriculum. Given studies that show student preference for computer-assisted or digital technologies, the purpose of this study was to develop an interactive digital tool and to determine whether it was more successful than a conventional radiology textbook in assisting dental students with the learning of radiographic anatomy. Eighty-eight dental students underwent a learning phase of radiographic anatomy using an interactive digital tool alongside a conventional radiology textbook. The success of the digital tool, when compared to the textbook, was assessed by quantitative means using a radiographic interpretation test and by qualitative means using a structured Likert scale survey, asking students to evaluate their own learning outcomes from the digital tool. Student evaluations of the digital tool showed that almost all participants (95%) indicated that the tool positively enhanced their learning of radiographic anatomy and interpretation. The success of the digital tool in assisting the learning of radiographic interpretation is discussed in the broader context of learning and teaching curricula, and preference (by students) for the use of this digital form when compared to the conventional literate form of the textbook. Whilst traditional textbooks are still valued in the dental curriculum, it is evident that the preference for computer-assisted learning of oral radiographic anatomy enhances the learning experience by enabling students to interact and better engage with the course material. © 2011 John Wiley & Sons A/S.
Identifying images of handwritten digits using deep learning in H2O
NASA Astrophysics Data System (ADS)
Sadhasivam, Jayakumar; Charanya, R.; Kumar, S. Harish; Srinivasan, A.
2017-11-01
Automatic digit recognition is of popular interest today. Deep learning techniques make it possible for object recognition in image data. Perceiving the digit has turned into a fundamental part as far as certifiable applications. Since, digits are composed in various styles in this way to distinguish the digit it is important to perceive and arrange it with the assistance of machine learning methods. This exploration depends on supervised learning vector quantization neural system arranged under counterfeit artificial neural network. The pictures of digits are perceived, prepared and tried. After the system is made digits are prepared utilizing preparing dataset vectors and testing is connected to the pictures of digits which are separated to each other by fragmenting the picture and resizing the digit picture as needs be for better precision.
Solberg, Brooke L
2012-01-01
Recent advances in technology have brought forth an intriguing new tool for teaching hematopoietic cellular identification skills: the digital slide. Although digitized slides offer a number of appealing options for educators, little research has been done to examine how their utilization would impact learning outcomes. To fill that void, this study was designed to examine student performance, skill retention and transferability, and self-efficacy beliefs amongst undergraduate MLS students learning cellular morphology with digital versus traditional slides. Results showed that students learning with digital slides performed better on assessments containing only traditional slide specimens than students learning with traditional slides, both immediately following the learning activity and after a considerable duration of time. Students learning with digital slides also reported slightly higher levels of self-efficacy related to cellular identification. The findings of this study suggest that students learning cellular identification skills with digital slides are able to transfer that skill directly to traditional slides, and that their ability to identify cells is not negatively affected in present or future settings.
Medical student use of digital learning resources.
Scott, Karen; Morris, Anne; Marais, Ben
2018-02-01
University students expect to use technology as part of their studies, yet health professional teachers can struggle with the change in student learning habits fuelled by technology. Our research aimed to document the learning habits of contemporary medical students during a clinical rotation by exploring the use of locally and externally developed digital and print self-directed learning resources, and study groups. We investigated the learning habits of final-stage medical students during their clinical paediatric rotation using mixed methods, involving learning analytics and a student questionnaire. Learning analytics tracked aggregate student usage statistics of locally produced e-learning resources on two learning management systems and mobile learning resources. The questionnaire recorded student-reported use of digital and print learning resources and study groups. The students made extensive use of digital self-directed learning resources, especially in the 2 weeks before the examination, which peaked the day before the written examination. All students used locally produced digital formative assessment, and most (74/98; 76%) also used digital resources developed by other institutions. Most reported finding locally produced e-learning resources beneficial for learning. In terms of traditional forms of self-directed learning, one-third (28/94; 30%) indicated that they never read the course textbook, and few students used face-to-face 39/98 (40%) or online 6/98 (6%) study groups. Learning analytics and student questionnaire data confirmed the extensive use of digital resources for self-directed learning. Through clarification of learning habits and experiences, we think teachers can help students to optimise effective learning strategies; however, the impact of contemporary learning habits on learning efficacy requires further evaluation. Health professional teachers can struggle with the change in student learning habits fuelled by technology. © 2017 John Wiley & Sons Ltd and The Association for the Study of Medical Education.
Predicting Digital Informal Learning: An Empirical Study among Chinese University Students
ERIC Educational Resources Information Center
He, Tao; Zhu, Chang; Questier, Frederik
2018-01-01
Although the adoption of digital technology has gained considerable attention in higher education, currently research mainly focuses on implementation in formal learning contexts. Investigating what factors influence students' digital informal learning is still unclear and limited. To understand better university students' digital informal…
Motivated Learning with Digital Learning Tasks: What about Autonomy and Structure?
ERIC Educational Resources Information Center
van Loon, Anne-Marieke; Ros, Anje; Martens, Rob
2012-01-01
In the present study, the ways in which digital learning tasks contribute to students' intrinsic motivation and learning outcomes were examined. In particular, this study explored the relative contributions of autonomy support and the provision of structure in digital learning tasks. Participants were 320 fifth- and sixth-grade students from eight…
ERIC Educational Resources Information Center
Meyer, Lars
2009-01-01
Preservation has long been considered a fundamental responsibility of research libraries. Data on preservation activities by its members has been collected by the Association of Research Libraries (ARL) since 1987, but changing digital technologies and the research, teaching, and learning environments in which research libraries are engaged…
ERIC Educational Resources Information Center
Byers, Terry; Hartnell-Young, Elizabeth; Imms, Wesley
2018-01-01
This study explored the effect of different classroom spatial layouts on student perceptions of digital technology in a secondary schooling environment. A quasi-experimental approach facilitated by a Single Subject research design (SSRD) isolated the impact of two learning spaces--"traditional classrooms," and "new generation…
ERIC Educational Resources Information Center
Tonogbanua, Elizabeth Paulsen
2016-01-01
This qualitative interpretive study explored how former newcomer English Language Learners (ELLs) in Boston Public Schools (BPS) made sense of their transmigration experiences through a digital storytelling project. The study fills a gap on transmigration experiences in the context of English-only learning environments, with a particular…
ERIC Educational Resources Information Center
Misfeldt, Morten; Zacho, Lis
2016-01-01
In this article, we address how the design of educational scenarios can support teachers' adoption of both technology and open-ended projects indorsing creativity and innovation. We do that by describing how groups of teachers develop digital learning environments supporting using a combination of GeoGebra and Google sites. Both teachers and…
ERIC Educational Resources Information Center
Cherry, Gamaliel R.
2011-01-01
The purpose of this quasi-experimental study was to examine attitude and achievement among fifth grade students participating in inquiry and lecture-based forms of instruction through interactive television. Participants (N = 260) were drawn from registered users of NASA's Digital Learning Network[TM]. The first three levels of Bloom's Revised…
Student Information-Age Mindset: A Key to Success in Distance Learning Courses
ERIC Educational Resources Information Center
Madrigal, Osiel; Schreiber, Deborah
2011-01-01
This study provides empirical evidence that an information-age mindset exists; it is not necessarily age-specific; and it appears to be related to both the student's interaction with a digital environment over time, and the success or failure while online. Eight of ten identified information-age mindset attributes are significant, and represent…
Interactions in Virtual Learning Environments: New Roles for Digital Technology
ERIC Educational Resources Information Center
Borba, Marcelo C.; Chiari, Aparecida Santana de Souza; de Almeida, Helber Rangel Formiga Leite
2018-01-01
For the last 10 years, online pre-service teacher distance education has increased significantly in Brazil. As a result, research on this educational modality has also increased, in particular, research investigating the different roles students and teachers play in these courses. The purpose of this paper is to analyze the role of digital…
Background Music and the Learning Environment: Borrowing from other Disciplines
ERIC Educational Resources Information Center
Griffin, Michael
2006-01-01
Human beings have always enjoyed a special relationship with the organisation of audible sound we call music. Through the passage of time, the roles and functions of music have represented manifold expressions to people, and in the present day music is ubiquitous and readily available to all who seek it. Recent advances in digital music technology…
A Head in Virtual Reality: Development of A Dynamic Head and Neck Model
ERIC Educational Resources Information Center
Nguyen, Ngan; Wilson, Timothy D.
2009-01-01
Advances in computer and interface technologies have made it possible to create three-dimensional (3D) computerized models of anatomical structures for visualization, manipulation, and interaction in a virtual 3D environment. In the past few decades, a multitude of digital models have been developed to facilitate complex spatial learning of the…
ERIC Educational Resources Information Center
Havice, Pamela A.; Davis, Taurean T.; Foxx, Kerry W.; Havice, William L.
2010-01-01
The digital revolution has ushered in a generation shaped by the integration of emerging communication technology into everyday life, including today's traditional-aged college students. While research on how this generation utilizes technology is prevalent, research and reflection on the effective integration of technology into the learning…
ERIC Educational Resources Information Center
Klemencic, Manja; Žnidaršic, Martin; Vavpetic, Anže; Martinc, Matej
2017-01-01
Erasmus+ is one of the European Union's flagship programs which supports short-term international student mobility within Europe as one of its primary purposes. Erasmus students are uniquely well placed to compare educational processes of their home and host institutions, the learning environments and student life conditions. They are so far…
ERIC Educational Resources Information Center
Gregorcic, Bor; Planinsic, Gorazd; Etkina, Eugenia
2017-01-01
In this paper, we investigate some of the ways in which students, when given the opportunity and an appropriate learning environment, spontaneously engage in collaborative inquiry. We studied small groups of high school students interacting around and with an interactive whiteboard equipped with Algodoo software, as they investigated orbital…
Reframing Pedagogy While Teaching about Teaching Online: A Collaborative Self-Study
ERIC Educational Resources Information Center
Fletcher, Tim; Bullock, Shawn M.
2015-01-01
The purpose of this paper is to use collaborative self-study to analyze and describe our experiences of teaching about teaching in a digital, online environment. Data were gathered from reflective journal entries, emails and monthly Skype calls. Our findings indicate that the perceived disembodiment of teaching and learning online affected how we…
A Simulated Learning Environment of History Games for Enhancing Players' Cultural Awareness
ERIC Educational Resources Information Center
Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun
2015-01-01
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Video Perspectivity Meets Wild and Crazy Teens: A Design Ethnography
ERIC Educational Resources Information Center
Goldman, Ricki
2004-01-01
This article is a digital video design ethnography describing the first phase of introducing a perspectivity meme into a classroom. A meme is an idea that spreads throughout a system. A perspectivity meme is the idea that people who share their viewpoints and interpretations will gradually affect role changes in the learning environment. They will…
Teaching Digital Natives: 3-D Virtual Science Lab in the Middle School Science Classroom
ERIC Educational Resources Information Center
Franklin, Teresa J.
2008-01-01
This paper presents the development of a 3-D virtual environment in Second Life for the delivery of standards-based science content for middle school students in the rural Appalachian region of Southeast Ohio. A mixed method approach in which quantitative results of improved student learning and qualitative observations of implementation within…
Social Scholars: Educators' Digital Identity Construction in Open, Online Learning Environments
ERIC Educational Resources Information Center
Wise, Julie B.; O'Byrne, W. Ian
2015-01-01
The #WalkMyWorld project was an open, social media experiment developed to provide preservice and in-service teachers and K-12 students with an opportunity to focus on developing media literacies and civic engagement in online spaces. The study employed a basic interpretative qualitative study approach (Merriam, 2002) to examine how online social…
ERIC Educational Resources Information Center
Chen, Yen-Chun
2017-01-01
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Undergraduate nurses' preferred use of mobile devices in healthcare settings.
Mather, Carey; Cummings, Elizabeth; Allen, Penny
2015-01-01
The growth of digital technology has created challenges for appropriate and safe use of mobile or portable devices in healthcare environments. There is perceived risk that the use of mobile technology for learning may distract from provision of patient care if used by undergraduate students during work-integrated learning. This paper reports on a study that aimed to identify differences in preferred behavior of student nurses in their use of mobile technology during and away from the clinical practice environment. A previously validated online survey was administered to students during a period of work integrated learning in a range of healthcare settings in two Australian states. Respondents agreed that mobile devices could be beneficial to patient care. Overall, students proposed they would use mobile devices for accessing information, during work integrated learning, less than when away from the workplace. The development of policy to guide the use of mobile devices, in situ, is important to the provision of safe and competent care and improved health outcomes for patients.
Demonstrating DREAM: A Digital Resource Exchange about Music
ERIC Educational Resources Information Center
Upitis, Rena; Boese, Karen; Abrami, Philip C.
2015-01-01
The Digital Resource Exchange About Music (DREAM) is an online tool for exchanging information about digital learning tools for music education. DREAM was designed by our team to encourage music teachers to learn about digital resources related to learning to play a musical instrument, both in classroom and independent music studio settings. In…
Significance of clustering and classification applications in digital and physical libraries
NASA Astrophysics Data System (ADS)
Triantafyllou, Ioannis; Koulouris, Alexandros; Zervos, Spiros; Dendrinos, Markos; Giannakopoulos, Georgios
2015-02-01
Applications of clustering and classification techniques can be proved very significant in both digital and physical (paper-based) libraries. The most essential application, document classification and clustering, is crucial for the content that is produced and maintained in digital libraries, repositories, databases, social media, blogs etc., based on various tags and ontology elements, transcending the traditional library-oriented classification schemes. Other applications with very useful and beneficial role in the new digital library environment involve document routing, summarization and query expansion. Paper-based libraries can benefit as well since classification combined with advanced material characterization techniques such as FTIR (Fourier Transform InfraRed spectroscopy) can be vital for the study and prevention of material deterioration. An improved two-level self-organizing clustering architecture is proposed in order to enhance the discrimination capacity of the learning space, prior to classification, yielding promising results when applied to the above mentioned library tasks.
NASA Technical Reports Server (NTRS)
Gradl, Paul
2016-01-01
NASA Marshall Space Flight Center (MSFC) has been advancing dynamic optical measurement systems, primarily Digital Image Correlation, for extreme environment rocket engine test applications. The Digital Image Correlation (DIC) technology is used to track local and full field deformations, displacement vectors and local and global strain measurements. This technology has been evaluated at MSFC through lab testing to full scale hotfire engine testing of the J-2X Upper Stage engine at Stennis Space Center. It has been shown to provide reliable measurement data and has replaced many traditional measurement techniques for NASA applications. NASA and AMRDEC have recently signed agreements for NASA to train and transition the technology to applications for missile and helicopter testing. This presentation will provide an overview and progression of the technology, various testing applications at NASA MSFC, overview of Army-NASA test collaborations and application lessons learned about Digital Image Correlation.
Developing 21st century skills through the use of student personal learning networks
NASA Astrophysics Data System (ADS)
Miller, Robert D.
This research was conducted to study the development of 21st century communication, collaboration, and digital literacy skills of students at the high school level through the use of online social network tools. The importance of this study was based on evidence high school and college students are not graduating with the requisite skills of communication, collaboration, and digital literacy skills yet employers see these skills important to the success of their employees. The challenge addressed through this study was how high schools can integrate social network tools into traditional learning environments to foster the development of these 21st century skills. A qualitative research study was completed through the use of case study. One high school class in a suburban high performing town in Connecticut was selected as the research site and the sample population of eleven student participants engaged in two sets of interviews and learned through the use social network tools for one semester of the school year. The primary social network tools used were Facebook, Diigo, Google Sites, Google Docs, and Twitter. The data collected and analyzed partially supported the transfer of the theory of connectivism at the high school level. The students actively engaged in collaborative learning and research. Key results indicated a heightened engagement in learning, the development of collaborative learning and research skills, and a greater understanding of how to use social network tools for effective public communication. The use of social network tools with high school students was a positive experience that led to an increased awareness of the students as to the benefits social network tools have as a learning tool. The data supported the continued use of social network tools to develop 21st century communication, collaboration, and digital literacy skills. Future research in this area may explore emerging social network tools as well as the long term impact these tools have on the development of lifelong learning skills and quantitative data linked to student learning.
Using Technology to Expand the Classroom in Time, Space, and Diversity.
Drew, Joshua
2015-11-01
Diverse classrooms offer distinct advantages over homogeneous classrooms, for example by providing a greater diversity of perspectives and opportunities. However, there is substantial underrepresentation of numerous groups throughout science, technology, engineering, and mathematics (STEM) education, from secondary schools through professional ranks and academia. In this piece I offer a critical analysis of three worked examples of how technology can be used to expand traditional definitions of the classroom environment. In doing so I show how technology can be used to help make STEM classrooms more expansive, equitable, and effective learning environments. First I highlight how peer-to-peer learning was used to foster knowledge of marine conservation with high school youth across Fiji and Chicago. Second I show how social media can be used to facilitate conversations in New York City after a natural disaster. Finally, I show how integrating digital and real-world learning can help a diverse group of students from the Pacific islands gain field-based STEM techniques in an extended workshop format. Taken together these examples show how digital technology could expand the fixed walls of the academy and that technology can help show students the vivid splendor of life outside the classroom. © The Author 2015. Published by Oxford University Press on behalf of the Society for Integrative and Comparative Biology. All rights reserved. For permissions please email: journals.permissions@oup.com.
When a Classroom Is Not Just a Classroom: Building Digital Playgrounds in the Classroom
ERIC Educational Resources Information Center
Chen, Gwo-Dong; Chuang, Chi-Kuo; Nurkhamid; Liu, Tzu-Chien
2012-01-01
In the context of classroom, it is possible to create a playground with digital technology beneficial for learning in spite of rising enthusiasm in incorporating educational games in classroom. This paper is an essay to describe a learning playground called Digital Learning Playground (DLP). It is essentially an application of digital technology…
ERIC Educational Resources Information Center
Grimley, Mick
2012-01-01
Recent developments in digital technology have resulted in the unprecedented uptake of digital technology engagement as a leisure-time pursuit across the age span. This has resulted in the speculation that such use of digital technology is responsible for changes in cognition and learning behaviour. This study investigated two groups of…
Pimmer, Christoph; Brysiewicz, Petra; Linxen, Sebastian; Walters, Fiona; Chipps, Jennifer; Gröhbiel, Urs
2014-11-01
With the proliferation of portable digital technology, mobile learning is becoming increasingly popular in nursing education and practice. Most of the research in this field has been concentrated on small-scale projects in high income countries. Very little is known about the ways in which nurses and midwives use mobile technology in remote and resource poor areas in informal learning contexts in low and middle income countries. To address this gap, this study investigates whether nurses use mobile phones as effective educational tools in marginalized and remote areas, and if so, how and why. In rural South Africa, 16 nurses who attended an advanced midwifery education program, facilitators and clinical managers were interviewed about their use of digital mobile technology for learning. Techniques of qualitative content analysis were used to examine the data. Several rich "organically-grown", learning practices were identified: mobile phone usage facilitated (1) authentic problem solving; (2) reflective practice; (3) emotional support and belongingness; (4) the realization of unpredictable teaching situations; and (5) life-long learning. It is concluded that mobile phones, and the convergence of mobile phones and social media, in particular, change learning environments. In addition, these tools are suitable to connect learners and learning distributed in marginalized areas. Finally, a few suggestions are made about how these insights from informal settings can inform the development of more systematic mobile learning formats. Copyright © 2014 Elsevier Ltd. All rights reserved.
Boosting physics education through mobile augmented reality
NASA Astrophysics Data System (ADS)
Crǎciun, Dana; Bunoiu, Mǎdǎlin
2017-12-01
The integration of collaborative applications, based on modern learning technologies and the Internet, of various visualization techniques and digital strategies in open, flexible modern learning environments which facilitate access to resources, represents a challenge for physics teachers in Romania in general, and for novice teachers in particular. Although large efforts have been made worldwide to invest in educational technologies, their impact on the students' learning outcomes is quite modest. In this paper, we describe and analyze various curricular and extracurricular activities specifically designed for and undertaken by pre-service physics teachers. These activities employ new educational technologies, mobile augmented reality (MAR) and are based on modern teaching and learning theories. MAR is an extension for mobile devices of augmented reality, an interactive and in real time combination, of real and virtual objects overlaid in the real environment. The obtained results show that pre-service physics teachers are confident in using MAR in their teaching and learning activities, and consider that the activities performed helped them develop the skills necessary for science teachers in a technology-based society and to reflect upon the role of technology in the current Romanian educational context.
ERIC Educational Resources Information Center
Gunal, Serkan
2008-01-01
Digital libraries play a crucial role in distance learning. Nowadays, they are one of the fundamental information sources for the students enrolled in this learning system. These libraries contain huge amount of instructional data (text, audio and video) offered by the distance learning program. Organization of the digital libraries is…
Learning in the Digital Age: Control or Connection?
ERIC Educational Resources Information Center
Van Galen, Jane
2013-01-01
In October 2011, 200 state school officers and legislators gathered at a hotel in San Francisco to learn how to "revolutionize" learning by "personalizing" instruction. The occasion was former Florida Gov. Jeb Bush's second annual National Summit on Education Reform. The topic was digital learning. The vision of digitally managed curriculum and…
Digital Storytelling as a Whole-Class Learning Activity: Lessons from a Three-Years Project
NASA Astrophysics Data System (ADS)
di Blas, Nicoletta; Garzotto, Franca; Paolini, Paolo; Sabiescu, Amalia
This paper introduces PoliCultura, a project created by Politecnico di Milano for the Italian schools, which has just completed three years of deployment. Participating classes (with pupils aged between 4 and 18 years) are required to create their own multimedia story, using an authoring-delivery environment (1001stories) provided by Politecnico di Milano. PoliCultura has offered us the opportunity to investigate the prolonged use of digital storytelling authoring tools as a whole-class educational activity in a wide number of real educational settings: approximately 7,620 pupils from 381 classes have been involved in this project since its birth in 2006. From the overall PoliCultura experience and from the wide amount of qualitative and quantitative data collected from participants though online surveys, focus groups, interviews and contextual inquiry activities, we have learned a number of lessons that we discuss in the paper.
ERIC Educational Resources Information Center
Waldron, Rob
2018-01-01
Companies have developed a dizzying array of new software tools designed to do everything from assessing and monitoring students' progress to supporting a blended-learning environment to supplying entire curricula, complete with online activities and homework assignments. Educators seem to have developed a taste for these new digital tools,…
Dusty Relic to Shining Treasure: Embedded in a Multicultural Environment
ERIC Educational Resources Information Center
Avery, Beth Fuseler; Batman, Cindy
2014-01-01
Far from being dusty old relics who are guardians of the book, embedded librarians need to be proactively leading students through the digital maze of the virtual library. Working with students more than 7,000 miles away changed perceptions of how to teach and learn, and how people interact online. We will share how as embedded librarians we…
Watching, Creating and Achieving: Creative Technologies as a Conduit for Learning in the Early Years
ERIC Educational Resources Information Center
McDonald, Susan; Howell, Jennifer
2012-01-01
This paper describes the use of robotics in an Early Years classroom as a tool to aid the development of technological skills in a creative environment rich with literacy and numeracy opportunities. The pilot project illustrates how a three-phase process can result in the development of: (1) emergent literacy and numeracy, (2) digital access for…
ERIC Educational Resources Information Center
Younis, Bilal Khaleel
2012-01-01
The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An instructional game design model named Game Modding for Non-Professionals (GMNP) was created specifically for the training of Palestinian teachers during this study. This study addressed the question: To…
ERIC Educational Resources Information Center
Kormos, Erik M.
2018-01-01
This quantitative study investigated the differences in perceptions and attitudes toward technology integration of K-12 public school teachers in rural, suburban, and urban environments. The purpose was to examine the relationship between frequency of use and perception of effectiveness of web-based learning tools based upon the type of school…
ERIC Educational Resources Information Center
Gil-Jaurena, Inés; Domínguez, Daniel
2018-01-01
This article analyses the challenges teachers face when entering a digital and open online environment in higher education. Massive open online courses (MOOCs) have become a popular phenomenon, making online learning more visible in the educational agenda; therefore, it is appropriate to analyse their expansion and diversification to help inform…
iPadegogy of Reading: Do iPads Influence Student's Reading?
ERIC Educational Resources Information Center
Roser, Monique
2017-01-01
The increase in accessibility and demand for laptop computers and tablets has seen literacy in schools begin to transmogrify, due to the advances of modern digital technology. This is in part due (but not limited) to the growing need, acceptance and popularity, as the division between home use and that found in classroom learning environments is…
ERIC Educational Resources Information Center
Santos, Maria Isabel; Breda, Ana; Almeida, Ana Margarida
2015-01-01
There is clear evidence that in typically developing children reasoning and sense-making are essential in all mathematical learning and understanding processes. In children with autism spectrum disorders (ASD), however, these become much more significant, considering their importance to successful independent living. This paper presents a…
ERIC Educational Resources Information Center
Manning, Flori H.; Lawless, Kimberly A.
2011-01-01
The present study examined students' first impressions of different aesthetic treatments for the same web-based lesson about the experiences of British soldiers during World War I as expressed through examples of trench poetry. Holding site content and functionality constant, the interface design's visual presentation was manipulated along two…
The Forum Community, the Connectivist Element of an xMOOC
ERIC Educational Resources Information Center
Dubosson, Magali; Emad, Sabine
2015-01-01
One of the fastest growing approaches to teaching and learning in the new digital paradigm is the use of Massive Open Online Courses (MOOCs). They are categorised either as cMOOCs following a connectivist approach, or as xMOOCs based on behaviourist principles. However, in xMOOC environments, forums may play a real connectivist role if they are…
ERIC Educational Resources Information Center
Palmgren-Neuvonen, Laura; Jaakkola, Maarit; Korkeamäki, Riitta-Liisa
2015-01-01
This article reports a case study on sChOOLtv, an online television for primary and secondary schools that aims to bridge the media gap between in-school and out-of-school learning environments. Contrary to its creators' expectations, the number of published videos has not increased since its establishment. Furthermore, the videos were mostly…
ERIC Educational Resources Information Center
Kim, Paul; Miranda, Talia; Olaciregui, Claudia
2008-01-01
Literacy is a human right unequally distributed among the world's population. Despite global efforts to fight illiteracy, high illiteracy rates continue to jeopardize access for many to basic schooling, life-long learning, health, and environment safety. Illiteracy also hinders the economic prosperity of the poorest societies in this digital age.…
Digital Learning Network Education Events of NASA's Extreme Environments Mission Operations
NASA Technical Reports Server (NTRS)
Paul, Heather; Guillory, Erika
2007-01-01
NASA's Digital Learning Network (DLN) reaches out to thousands of students each year through video conferencing and web casting. The DLN has created a series of live education videoconferences connecting NASA s Extreme Environment Missions Operations (NEEMO) team to students across the United States. The programs are also extended to students around the world live web casting. The primary focus of the events is the vision for space exploration. During the programs, NEEMO Crewmembers including NASA astronauts, engineers and scientists inform and inspire students about the importance of exploration and share the impact of the project as it correlates with plans to return to the moon and explore the planet Mars. These events highlight interactivity. Students talk live with the aquanauts in Aquarius, the National Oceanic and Atmospheric Administration s underwater laboratory. With this program, NASA continues the Agency s tradition of investing in the nation's education programs. It is directly tied to the Agency's major education goal of attracting and retaining students in science, technology, and engineering disciplines. Before connecting with the aquanauts, the students conduct experiments of their own designed to coincide with mission objectives. This paper describes the events that took place in September 2006.
NASA Astrophysics Data System (ADS)
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.
2015-12-01
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.
Rosvall, Annica; Carlson, Elisabeth
2017-12-01
To describe how registered nurses having undergone a web-based learning activity perceive their self-efficacy and competence to support patients with smoking cessation in connection with surgery. Smoking cessation in connection with surgery reduces postoperative complications, and the support patients get from registered nurses may be important in helping them become smoke-free in connection with their surgery. Therefore, registered nurses are in need of enhanced understanding about which kind of counselling is the most effective for smoking cessation. Educating large groups of registered nurses in a digital environment appears to be a flexible and cost-effective way. A convergent mixed-method design with data collection was done using questionnaires (n = 47) and semistructured interviews (n = 11). Inclusion criteria were registered nurses in surgical wards. The samples were nonprobability and modified nested. Descriptive statistics and content analysis were used for data analysis. After completing the web-based learning activity, the registered nurses perception was that of good self-efficacy and increased competence in supporting patients with smoking cessation in connection with surgery. They improved their understanding of how to talk about smoking cessation with patients in dialogue using open-ended questions. Nevertheless, the registered nurses requested opportunities for dialogue and interaction with colleagues or topic experts. The results indicate that registered nurses can enhance their competence in supporting patients to embrace smoking cessation by learning in a digital environment. Self-efficacy and understanding of the topic seems to motivate registered nurses to counsel patients about smoking cessation. Findings from this study will be of particular interest to educators in healthcare settings who can devise further development of web-based learning activities. © 2017 John Wiley & Sons Ltd.
NASA Astrophysics Data System (ADS)
Oman, Auna
This action research project investigated fourth grade students¡¦ motivation to learn science using a digital science techbook. Participants in the study included 29 fourth grade students in two different classrooms. One classroom of 16 students used a digital science techbook to learn science while the other classroom of 13 students used a traditional paper science textbook to learn science. Students in both classrooms answered five sets of questions regarding their experience using a digital science techbook and a paper science techbook to understand science, find science information, solve science problems, learn science, and assess learning science was fun. Results were compiled and coded based on positive and negative responses to conditions. A chi-square was used to analyze the ordinal data. Overall differences between techbooks vs. textbook were significant, X2 (1, N = 29) = 23.84, p = .000, justifying further examination of individual survey items. Three items had statistically significant difference for finding science information, solving science problems, and learning science. A gender difference was also found in one item. Females preferred to use paper science textbooks to understand science, while males preferred digital techbooks to learn science. The fourth graders in this study indicated that digital techbooks were a powerful learning tool for increasing interest, excitement and learning science. Even though students reported paper science textbooks as easy to use, they found using digital science techbooks a far more appealing way to learn science.
Learning immersion without getting wet
NASA Astrophysics Data System (ADS)
Aguilera, Julieta C.
2012-03-01
This paper describes the teaching of an immersive environments class on the Spring of 2011. The class had students from undergraduate as well as graduate art related majors. Their digital background and interests were also diverse. These variables were channeled as different approaches throughout the semester. Class components included fundamentals of stereoscopic computer graphics to explore spatial depth, 3D modeling and skeleton animation to in turn explore presence, exposure to formats like a stereo projection wall and dome environments to compare field of view across devices, and finally, interaction and tracking to explore issues of embodiment. All these components were supported by theoretical readings discussed in class. Guest artists presented their work in Virtual Reality, Dome Environments and other immersive formats. Museum professionals also introduced students to space science visualizations, which utilize immersive formats. Here I present the assignments and their outcome, together with insights as to how the creation of immersive environments can be learned through constraints that expose students to situations of embodied cognition.
Disparities in digital reporting of illness: A demographic and socioeconomic assessment.
Henly, Samuel; Tuli, Gaurav; Kluberg, Sheryl A; Hawkins, Jared B; Nguyen, Quynh C; Anema, Aranka; Maharana, Adyasha; Brownstein, John S; Nsoesie, Elaine O
2017-08-01
Although digital reports of disease are currently used by public health officials for disease surveillance and decision making, little is known about environmental factors and compositional characteristics that may influence reporting patterns. The objective of this study is to quantify the association between climate, demographic and socio-economic factors on digital reporting of disease at the US county level. We reference approximately 1.5 million foodservice business reviews between 2004 and 2014, and use census data, machine learning methods and regression models to assess whether digital reporting of disease is associated with climate, socio-economic and demographic factors. The results show that reviews of foodservice businesses and digital reports of foodborne illness follow a clear seasonal pattern with higher reporting observed in the summer, when most foodborne outbreaks are reported and to a lesser extent in the winter months. Additionally, factors typically associated with affluence (such as, higher median income and fraction of the population with a bachelor's degrees) were positively correlated with foodborne illness reports. However, restaurants per capita and education were the most significant predictors of illness reporting at the US county level. These results suggest that well-known health disparities might also be reflected in the online environment. Although this is an observational study, it is an important step in understanding disparities in the online public health environment. Copyright © 2017 The Author(s). Published by Elsevier Inc. All rights reserved.
Digital Technology Use by the Students and English Teachers and Self-Directed Language Learning
ERIC Educational Resources Information Center
Sert, Nehir; Boynuegri, Ebru
2017-01-01
The digital era is a new challenge for teachers. While children get acquainted with the digital technology before the age of six, teachers, who have encountered with the digital world at a later time in their lives, struggle with it. Self-directed learning, which is crucial for lifelong learning, can be enhanced by the use technology particularly…
Teaching in a Digital Age: How Educators Use Technology to Improve Student Learning
ERIC Educational Resources Information Center
McKnight, Katherine; O'Malley, Kimberly; Ruzic, Roxanne; Horsley, Maria Kelly; Franey, John J.; Bassett, Katherine
2016-01-01
A successful digital conversion for classrooms, districts, and states is not determined by the technology, but by how technology enables teaching and learning. The purpose of our multisite case study was to document digital instructional strategies teachers use to enhance and transform student learning, and align that use with learning research.…
Adult Learning in the Digital Age: Perspectives on Online Technologies and Outcomes
ERIC Educational Resources Information Center
Kidd, Terry T., Ed.; Keengwe, Jared, Ed.
2010-01-01
As instructors move further into the incorporation of 21st century technologies in adult education, a new paradigm of digitally-enriched mediated learning has emerged. This book provides a comprehensive framework of trends and issues related to adult learning for the facilitation of authentic learning in the age of digital technology. This…
ERIC Educational Resources Information Center
Schwartzbeck, Terri Duggan; Wolf, Mary Ann
2012-01-01
This report outlines how digital learning can connect middle and high school students with better teaching and learning experiences while also addressing three major challenges facing the nation's education system--access to good teaching, tight budgets, and boosting student achievement. But simply slapping a netbook on top of a textbook will not…
Word Learning and Story Comprehension from Digital Storybooks: Does Interaction Make a Difference?
ERIC Educational Resources Information Center
Kelley, Elizabeth S.; Kinney, Kara
2017-01-01
An emerging body of research examines language learning of young children from experiences with digital storybooks, but little is known about the ways in which specific components of digital storybooks, including interactive elements, may influence language learning. The purpose of the study was to examine the incidental word learning and story…
ERIC Educational Resources Information Center
Cirell, Anna Montana
2017-01-01
Digital media is becoming increasingly important to learning in today's changing times. At the same time, digital technologies and related digital skills are unevenly distributed. Further, deficit-based notions of this digital divide define the public's educational paradigm. Against this backdrop, I forayed into the social reality of one rural…
NASA Astrophysics Data System (ADS)
Jupri, Al; Drijvers, Paul; van den Heuvel-Panhuizen, Marja
2016-02-01
The use of digital tools in algebra education is expected to not only contribute to master skill, but also to acquire conceptual understanding. The question is how digital tools affect students" thinking and understanding. This paper presents an analysis of data of one group of three grade seventh students (12-13 year-old) on the use of a digital tool for algebra, the Cover-up applet for solving equations in particular. This case study was part of a larger teaching experiment on initial algebra enriched with digital technology which aimed to improve students" conceptual understanding and skills in solving equations in one variable. The qualitative analysis of a video observation, digital and written work showed that the use of the applet affects student thinking in terms of strategies used by students while dealing with the equations. We conclude that the effects of the use of the digital tool can be traced from student problem solving strategies on paper-and-pencil environment which are similar to strategies while working with the digital tool. In future research, we recommend to use specific theoretical lenses, such as the theory of instrumental genesis and the onto-semiotic approach, to reveal more explicit relationships between students" conceptual understanding and the use of a digital tool.
Digital collaborative learning: identifying what students value
Hemingway, Claire; Adams, Catrina; Stuhlsatz, Molly
2015-01-01
Digital technologies are changing the learning landscape and connecting classrooms to learning environments beyond the school walls. Online collaborations among students, teachers, and scientists are new opportunities for authentic science experiences. Here we present findings generated on PlantingScience ( www.plantingscience.org), an online community where scientists from more than 14 scientific societies have mentored over 14,000 secondary school students as they design and think through their own team investigations on plant biology. The core intervention is online discourse between student teams and scientist mentors to enhance classroom-based plant investigations. We asked: (1) what attitudes about engaging in authentic science do students reveal, and (2) how do student attitudes relate to design principles of the program? Lexical analysis of open-ended survey questions revealed that students most highly value working with plants and scientists. By examining student responses to this cognitive apprenticeship model, we provide new perspectives on the importance of the personal relationships students form with scientists and plants when working as members of a research community. These perspectives have implications for plant science instruction and e-mentoring programs. PMID:26097690
Digital collaborative learning: identifying what students value.
Hemingway, Claire; Adams, Catrina; Stuhlsatz, Molly
2015-01-01
Digital technologies are changing the learning landscape and connecting classrooms to learning environments beyond the school walls. Online collaborations among students, teachers, and scientists are new opportunities for authentic science experiences. Here we present findings generated on PlantingScience ( www.plantingscience.org), an online community where scientists from more than 14 scientific societies have mentored over 14,000 secondary school students as they design and think through their own team investigations on plant biology. The core intervention is online discourse between student teams and scientist mentors to enhance classroom-based plant investigations. We asked: (1) what attitudes about engaging in authentic science do students reveal, and (2) how do student attitudes relate to design principles of the program? Lexical analysis of open-ended survey questions revealed that students most highly value working with plants and scientists. By examining student responses to this cognitive apprenticeship model, we provide new perspectives on the importance of the personal relationships students form with scientists and plants when working as members of a research community. These perspectives have implications for plant science instruction and e-mentoring programs.
NASA Astrophysics Data System (ADS)
Swartz, Charles S.
2003-05-01
The process of distributing and exhibiting a motion picture has changed little since the Lumière brothers presented the first motion picture to an audience in 1895. While this analog photochemical process is capable of producing screen images of great beauty and expressive power, more often the consumer experience is diminished by third generation prints and by the wear and tear of the mechanical process. Furthermore, the film industry globally spends approximately $1B annually manufacturing and shipping prints. Alternatively, distributing digital files would theoretically yield great benefits in terms of image clarity and quality, lower cost, greater security, and more flexibility in the cinema (e.g., multiple language versions). In order to understand the components of the digital cinema chain and evaluate the proposed technical solutions, the Entertainment Technology Center at USC in 2000 established the Digital Cinema Laboratory as a critical viewing environment, with the highest quality film and digital projection equipment. The presentation describes the infrastructure of the Lab, test materials, and testing methodologies developed for compression evaluation, and lessons learned up to the present. In addition to compression, the Digital Cinema Laboratory plans to evaluate other components of the digital cinema process as well.
ERIC Educational Resources Information Center
Battaglino, Tamara Butler; Haldeman, Matt; Laurans, Eleanor
2012-01-01
The latest installment of the Fordham Institute's "Creating Sound Policy for Digital Learning" series investigates one of the more controversial aspects of digital learning: How much does it cost? In this paper, the Parthenon Group uses interviews with more than fifty vendors and online-schooling experts to estimate today's average…
ERIC Educational Resources Information Center
Saljo, R.
2010-01-01
The purpose of this article is to offer some reflections on the relationships between digital technologies and learning. It is argued that activities of learning, as they have been practised within institutionalized schooling, are coming under increasing pressure from the developments of digital technologies and the capacities to store, access and…
Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless
ERIC Educational Resources Information Center
Van Eck, Richard
2006-01-01
With the widespread public interest in games as learning tools, digital game-based learning (DGBL) proponents now need to explain why games are engaging and effective and how those principles can be leveraged to best integrate games into the learning process. In this article, Richard Van Eck outlines why DGBL is effective and engaging, how those…
Creating the Future of Games and Learning
ERIC Educational Resources Information Center
Squire, Kurt
2015-01-01
Games for learning are poised to enter mainstream education. Several factors driving this movement are the following: (1) Digital distribution through cloud computing services and ubiquitous connectivity which will make digital learning tools--such as games--affordable and easily accessible; (2) The proliferation of digital devices; (3) Digital…
78 FR 43882 - Sunshine Act Meeting; Open Commission Meeting; Friday, July 19, 2013
Federal Register 2010, 2011, 2012, 2013, 2014
2013-07-22
... the delivery of video programming. 2 TITLE: Presentation on LEAD Recommendations and Digital Learning... Five Point Blueprint recommending a national initiative to expand digital learning in K-12 education... teachers at Kenmore are using digital technologies and broadband connectivity to expand learning...
Digital case-based learning system in school.
Gu, Peipei; Guo, Jiayang
2017-01-01
With the continuing growth of multi-media learning resources, it is important to offer methods helping learners to explore and acquire relevant learning information effectively. As services that organize multi-media learning materials together to support programming learning, the digital case-based learning system is needed. In order to create a case-oriented e-learning system, this paper concentrates on the digital case study of multi-media resources and learning processes with an integrated framework. An integration of multi-media resources, testing and learning strategies recommendation as the learning unit is proposed in the digital case-based learning framework. The learning mechanism of learning guidance, multi-media materials learning and testing feedback is supported in our project. An improved personalized genetic algorithm which incorporates preference information and usage degree into the crossover and mutation process is proposed to assemble the personalized test sheet for each learner. A learning strategies recommendation solution is proposed to recommend learning strategies for learners to help them to learn. The experiments are conducted to prove that the proposed approaches are capable of constructing personalized sheets and the effectiveness of the framework.
Digital case-based learning system in school
Gu, Peipei
2017-01-01
With the continuing growth of multi-media learning resources, it is important to offer methods helping learners to explore and acquire relevant learning information effectively. As services that organize multi-media learning materials together to support programming learning, the digital case-based learning system is needed. In order to create a case-oriented e-learning system, this paper concentrates on the digital case study of multi-media resources and learning processes with an integrated framework. An integration of multi-media resources, testing and learning strategies recommendation as the learning unit is proposed in the digital case-based learning framework. The learning mechanism of learning guidance, multi-media materials learning and testing feedback is supported in our project. An improved personalized genetic algorithm which incorporates preference information and usage degree into the crossover and mutation process is proposed to assemble the personalized test sheet for each learner. A learning strategies recommendation solution is proposed to recommend learning strategies for learners to help them to learn. The experiments are conducted to prove that the proposed approaches are capable of constructing personalized sheets and the effectiveness of the framework. PMID:29107965
Vroom: designing an augmented environment for remote collaboration in digital cinema production
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy
2013-03-01
As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.
An adaptive deep Q-learning strategy for handwritten digit recognition.
Qiao, Junfei; Wang, Gongming; Li, Wenjing; Chen, Min
2018-02-22
Handwritten digits recognition is a challenging problem in recent years. Although many deep learning-based classification algorithms are studied for handwritten digits recognition, the recognition accuracy and running time still need to be further improved. In this paper, an adaptive deep Q-learning strategy is proposed to improve accuracy and shorten running time for handwritten digit recognition. The adaptive deep Q-learning strategy combines the feature-extracting capability of deep learning and the decision-making of reinforcement learning to form an adaptive Q-learning deep belief network (Q-ADBN). First, Q-ADBN extracts the features of original images using an adaptive deep auto-encoder (ADAE), and the extracted features are considered as the current states of Q-learning algorithm. Second, Q-ADBN receives Q-function (reward signal) during recognition of the current states, and the final handwritten digits recognition is implemented by maximizing the Q-function using Q-learning algorithm. Finally, experimental results from the well-known MNIST dataset show that the proposed Q-ADBN has a superiority to other similar methods in terms of accuracy and running time. Copyright © 2018 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Melo, Mário
2018-01-01
In this paper, readers are guided through the design and development of educational programs based on the 4C/ID model. This was illustrated via a practical example in Physics education, to teach the theme "Electrical circuits" to students of the 9th grade of compulsory education. In the article, the followed steps are described, from…
ERIC Educational Resources Information Center
Özpinar, Ilknur; Gökçe, Semirhan; Yenmez, Arzu Aydogan
2017-01-01
Storytelling is a popular instrument used in every domain of natural and social interaction for human communication and commonly used in classrooms to enrich the learning experience. With the use of technological tools in every field of our daily lives, its use in educational environments has become inevitable and in parallel with the development…
The Story in the Mind: The Effect of 3D Gameplay on the Structuring of Written L2 Narratives
ERIC Educational Resources Information Center
Neville, David O.
2015-01-01
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Digital Badges for STEM Learning in Secondary Contexts: A Mixed Methods Study
NASA Astrophysics Data System (ADS)
Elkordy, Angela
The deficit in STEM skills is a matter of concern for national economies and a major focus for educational policy makers. The development of Information and Communications Technologies (ICT) has resulted in a rapidly changing workforce of global scale. In addition, ICT have fostered the growth of digital and mobile technologies which have been the learning context, formal and informal, for a generation of youth. The purpose of this study was to design an intervention based upon a competency-based, digitally-mediated, learning intervention: digital badges for learning STEM habits of mind and practices. Designed purposefully, digital badge learning trajectories and criteria can be flexible tools for scaffolding, measuring, and communicating the acquisition of knowledge, skills, or competencies. One of the most often discussed attributes of digital badges, is the ability of badges to motivate learners. However, the research base to support this claim is in its infancy; there is little empirical evidence. A skills-based digital badge intervention was designed to demonstrate mastery learning in key, age-appropriate, STEM competencies aligned with Next Generation Science Standards (NGSS) and other educational standards. A mixed methods approach was used to study the impact of a digital badge intervention in the sample middle and high school population. Among the findings were statistically significant measures which substantiate that in this student population, the digital badges increased perceived competence and motivated learners to persist at task.
Collaborative learning model inquiring based on digital game
NASA Astrophysics Data System (ADS)
Yuan, Jiugen; Xing, Ruonan
2012-04-01
With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.
ERIC Educational Resources Information Center
Hess, Frederick M.
2011-01-01
Digital learning makes possible the "unbundling" of school provisions--that is, it allows children to be served by providers from almost anywhere, in new and more customized ways. At the same time, because it destandardizes and decentralizes educational delivery, digital education is far harder to bring under the yoke of the…
ERIC Educational Resources Information Center
Fanfarelli, Joseph R.; McDaniel, Rudy
2017-01-01
Digital badging research is gaining momentum as instructors and administrators consider new models for assessing learning in nontraditional contexts (e.g., informal science learning programs, flexible online courses, adaptive learning systems). While many studies are examining the effectiveness of digital badges for pedagogical functions, such as…
Enhancing Digital Literacy and Learning among Adults with Blogs
ERIC Educational Resources Information Center
Sharp, Laurie A.
2017-01-01
Digital literacy and learning among adults has been identified as an area requiring research. The purpose of the present study was to explore technology acceptance and digital collaborative learning experiences with blogs among adult learners. This analysis employed a quasi-experimental mixed-methods approach guided by a sociocultural theoretical…
Digital Tools and Solutions for Inquiry-Based STEM Learning
ERIC Educational Resources Information Center
Levin, Ilya, Ed.; Tsybulsky, Dina, Ed.
2017-01-01
In the digital age, the integration of technology has become a ubiquitous aspect of modern society. These advancements have significantly enhanced the field of education, allowing students to receive a better learning experience. "Digital Tools and Solutions for Inquiry-Based STEM Learning" is a comprehensive source of scholarly material…
Short-term memory, executive control, and children's route learning.
Purser, Harry R M; Farran, Emily K; Courbois, Yannick; Lemahieu, Axelle; Mellier, Daniel; Sockeel, Pascal; Blades, Mark
2012-10-01
The aim of this study was to investigate route-learning ability in 67 children aged 5 to 11years and to relate route-learning performance to the components of Baddeley's model of working memory. Children carried out tasks that included measures of verbal and visuospatial short-term memory and executive control and also measures of verbal and visuospatial long-term memory; the route-learning task was conducted using a maze in a virtual environment. In contrast to previous research, correlations were found between both visuospatial and verbal memory tasks-the Corsi task, short-term pattern span, digit span, and visuospatial long-term memory-and route-learning performance. However, further analyses indicated that these relationships were mediated by executive control demands that were common to the tasks, with long-term memory explaining additional unique variance in route learning. Copyright © 2012 Elsevier Inc. All rights reserved.
Exploring TechQuests Through Open Source and Tools That Inspire Digital Natives
NASA Astrophysics Data System (ADS)
Hayden, K.; Ouyang, Y.; Kilb, D.; Taylor, N.; Krey, B.
2008-12-01
"There is little doubt that K-12 students need to understand and appreciate the Earth on which they live. They can achieve this understanding only if their teachers are well prepared". Dan Barstow, Director of Center for Earth and Space Science Education at TERC. The approach of San Diego County's Cyberinfrastructure Training, Education, Advancement, and Mentoring (SD Cyber-TEAM) project is to build understandings of Earth systems for middle school teachers and students through a collaborative that has engaged the scientific community in the use of cyber-based tools and environments for learning. The SD Cyber-TEAM has used Moodle, an open source management system with social networking tools, that engage digital native students and their teachers in collaboration and sharing of ideas and research related to Earth science. Teachers participate in on-line professional dialog through chat, wikis, blogs, forums, journals and other tools and choose the tools that will best fit their classroom. The use of Moodle during the Summer Cyber Academy developed a cyber-collaboratory environment where teaching strategies were discussed, supported and actualized by participants. These experiences supported digital immigrants (teachers) in adapting teaching strategies using technologies that are most attractive and familiar to students (digital natives). A new study by the National School Boards Association and Grunwald Associates LLC indicated that "the online behaviors of U.S. teens and 'tweens shows that 96 percent of students with online access use social networking technologies, such as chatting, text messaging, blogging, and visiting online communities such as Facebook, MySpace, and Webkinz". While SD Cyber-TEAM teachers are implementing TechQuests in classrooms they use these social networking elements to capture student interest and address the needs of digital natives. Through the Moodle environment, teachers have explored a variety of learning objects called TechQuests, to support classroom instruction previously outlined through a textbook. Project classrooms have participated in videoconferences over high-speed networks and through satellite connections with experts in the field investigating scientific data found in the CA State Park of Anza Borrego. Other engaging tools include: An Interactive Epicenter Locator Tool developed through the project in collaboration with the Scripps Institution of Oceanography to engage students in the use of data to determine earthquake epicenters during hands on investigations, and a TechQuest activity where GoogleEarth allows students to explore geographic locations and scientific data.
Through the eyes of the student: Best practices in clinical facilitation.
Muthathi, Immaculate S; Thurling, Catherine H; Armstrong, Susan J
2017-08-28
Clinical facilitation is an essential part of the undergraduate nursing curriculum. A number of studies address the issue of clinical facilitation in South Africa, but there remains a lack of knowledge and understanding regarding what students perceive as best practice in clinical facilitation of their learning. To determine what type of clinical facilitation undergraduate students believe should be offered by clinical facilitators (nurse educators, professional nurses and clinical preceptors) in the clinical area in order to best facilitate their learning. A qualitative, exploratory and descriptive study was conducted. Purposive sampling was performed to select nursing students from the second, third and fourth year of studies from a selected nursing education institution in Johannesburg. The sampling resulted in one focus group for each level of nursing, namely second, third and fourth year nursing students. Interviews were digitally recorded and transcribed verbatim, thematic data analysis was used and trustworthiness was ensured by applying credibility, dependability, confirmability and transferability. The data revealed that participants differentiated between best practices in clinical facilitation in the clinical skills laboratory and clinical learning environment. In the clinical skills laboratory, pre-contact preparation, demonstration technique and optimising group learning were identified as best practices. In the clinical learning environment, a need for standardisation of procedures in simulation and practice, the allocation and support for students also emerged. There is a need for all nurses involved in undergraduate nursing education to reflect on how they approach clinical facilitation, in both clinical skills laboratory and clinical learning environment. There is also a need to improve consistency in clinical practices between the nursing education institution and the clinical learning environment so as to support students' adaptation to clinical practice.
Storytelling in the digital world: achieving higher-level learning objectives.
Schwartz, Melissa R
2012-01-01
Nursing students are not passive media consumers but instead live in a technology ecosystem where digital is the language they speak. To prepare the next generation of nurses, educators must incorporate multiple technologies to improve higher-order learning. The author discusses the evolution and use of storytelling as part of the digital world and how digital stories can be aligned with Bloom's Taxonomy so that students achieve higher-level learning objectives.
Fjællingsdal, Kristoffer S; Klöckner, Christian A
2017-01-01
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.
Fjællingsdal, Kristoffer S.; Klöckner, Christian A.
2017-01-01
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988
Digital Games and Learning: Identifying Pathways of Influence
ERIC Educational Resources Information Center
Subrahmanyam, Kaveri; Renukarya, Bhavya
2015-01-01
Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…
A Study on Exploiting Commercial Digital Games into School Context
ERIC Educational Resources Information Center
Panoutsopoulos, Hercules; Sampson, Demetrios G.
2012-01-01
Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…
Using Digital Photography to Supplement Learning of Biotechnology
ERIC Educational Resources Information Center
Norflus, Fran
2012-01-01
The author used digital photography to supplement learning of biotechnology by students with a variety of learning styles and educational backgrounds. Because one approach would not be sufficient to reach all the students, digital photography was used to explain the techniques and results to the class instead of having to teach each student…
Digital Competence Model of Distance Learning Students
ERIC Educational Resources Information Center
da Silva, Ketia Kellen A.; Behar, Patricia A.
2017-01-01
This article presents the development of a digital competency model of Distance Learning (DL) students in Brazil called CompDigAl_EAD. The following topics were addressed in this study: Educational Competences, Digital Competences, and Distance Learning students. The model was developed between 2015 and 2016 and is being validated in 2017. It was…
ERIC Educational Resources Information Center
Southern Regional Education Board (SREB), 2005
2005-01-01
The Educational Technology Cooperative of the Southern Regional Education Board (SREB) established the Digital Learning Content initiative to identify guidelines and develop recommendations to assist those who develop, evaluate, select, acquire and use digital learning content to create products that are easy to access and use in order to ensure…
Digital Learning in California's K-12 Schools. Just the Facts
ERIC Educational Resources Information Center
Gao, Niu
2015-01-01
This fact page briefly discusses the following facts on digital learning in California's K-12: (1) As California implements new tests in its K-12 schools, technology infrastructure is a key concern; (2) Many districts are confident that they had enough bandwidth for online field tests; (3) Digital learning will require significantly greater…
ERIC Educational Resources Information Center
Bridgstock, Ruth
2016-01-01
This article explores how universities might engage more effectively with the imperative to develop students' twenty-first century skills for the information society, by examining learning challenges and professional learning strategies of successful digital media professionals. The findings of qualitative interviews with professionals from…
ERIC Educational Resources Information Center
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F.
2015-01-01
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based…
ERIC Educational Resources Information Center
Kleiman, Glenn M.; Wolf, Mary Ann; Frye, David
2013-01-01
In conjunction with the relaunch of the Digital Learning Transition (DLT) Massive Open Online Course for Educatos (MOOC-Ed) in September 2013, the Alliance and the Friday Institute released "The Digital Learning Transition MOOC for Educators: Exploring a Scalable Approach to Professional Development", a new paper that describes the…
A Professional Learning Model Supporting Teachers to Integrate Digital Technologies
ERIC Educational Resources Information Center
Sheffield, Rachel; Blackley, Susan; Moro, Paul
2018-01-01
Contemporary teachers have an obligation to support and scaffold students' learning in digital technologies and to do this in authentic contexts. In order for teachers to be successful in this, their own competency in digital technologies needs to be high, and their own 21st century learning skills of communication, collaboration, creativity and…
Developing Competencies by Playing Digital Sports-Games
ERIC Educational Resources Information Center
Kretschmann, Rolf
2010-01-01
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Supporting Digital Natives to Learn Effectively with Technology Tools
ERIC Educational Resources Information Center
Keengwe, Jared; Georgina, David
2013-01-01
Majority of learners in our classrooms are digital natives or Millennials--a category of learners who tend toward independence and autonomy in their learning styles. The primary challenges then facing instructors include: How do digital natives learn and how do you teach them? The answers to these questions will help instructors to: (a) identify…
Theoretical Perspectives of How Digital Natives Learn
ERIC Educational Resources Information Center
Kivunja, Charles
2014-01-01
Marck Prensky, an authority on teaching and learning especially with the aid of Information and Communication Technologies, has referred to 21st century children born after 1980 as "Digital Natives". This paper reviews literature of leaders in the field to shed some light on theoretical perspectives of how Digital Natives learn and how…
Janowczyk, Andrew; Doyle, Scott; Gilmore, Hannah; Madabhushi, Anant
2018-01-01
Deep learning (DL) has recently been successfully applied to a number of image analysis problems. However, DL approaches tend to be inefficient for segmentation on large image data, such as high-resolution digital pathology slide images. For example, typical breast biopsy images scanned at 40× magnification contain billions of pixels, of which usually only a small percentage belong to the class of interest. For a typical naïve deep learning scheme, parsing through and interrogating all the image pixels would represent hundreds if not thousands of hours of compute time using high performance computing environments. In this paper, we present a resolution adaptive deep hierarchical (RADHicaL) learning scheme wherein DL networks at lower resolutions are leveraged to determine if higher levels of magnification, and thus computation, are necessary to provide precise results. We evaluate our approach on a nuclear segmentation task with a cohort of 141 ER+ breast cancer images and show we can reduce computation time on average by about 85%. Expert annotations of 12,000 nuclei across these 141 images were employed for quantitative evaluation of RADHicaL. A head-to-head comparison with a naïve DL approach, operating solely at the highest magnification, yielded the following performance metrics: .9407 vs .9854 Detection Rate, .8218 vs .8489 F -score, .8061 vs .8364 true positive rate and .8822 vs 0.8932 positive predictive value. Our performance indices compare favourably with state of the art nuclear segmentation approaches for digital pathology images.
ERIC Educational Resources Information Center
Cavanaugh, Cathy; Sessums, Christopher; Drexler, Wendy
2015-01-01
This essay is a call for rethinking our approach to research in digital learning. It plots a path founded in social trends and advances in education. A brief review of these trends and advances is followed by discussion of what flattened research might look like at scale. Scaling research in digital learning is crucial to advancing understanding…
Science 2.0: When Students Become Digital Citizens
ERIC Educational Resources Information Center
Smith, Ben; Mader, Jared
2016-01-01
Modern science learning requires the use of digital tools and a shift in teaching philosophy and pedagogy. The backbone to this shift rests in a yet unaddressed skill: digital citizenship. The authors discuss the Digital Citizen standard where "students (will) recognize the rights, responsibilities, and opportunities of living, learning, and…
Sustainable Innovations: Bringing Digital Media and Emerging Technologies to the Classroom
ERIC Educational Resources Information Center
Herro, Danielle
2015-01-01
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
ERIC Educational Resources Information Center
Hense, Jan; Mandl, Heinz
2012-01-01
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…